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a) It's enemy's turn and they decide to target your character.
b) They are shooting your other character that you use at that moment and the other is in the line of fire.
Also as a personal note, I suggest not using Scouts for "head on" combat if there is even one shocktrooper against you, they tend to die before you reach the cover or get past enemies. Shocktroopers with good passive skills helps with that issue a lot, as they can take quite a bit of damage before they'll fall.
So as far as as the gameplay goes, it's most likely "working as intended" as long as it happens within above mentioned reasons. It plays quite a bit different from normal turn based strategy titles as it mixes that third person real time movement when you command your unit, so there's pretty much this "you love it or you hate it" mentality with most who plays the game.
Hopefully that cleared it up a bit.
Very simple to get Welkin killed.
Just wait 30 seconds during your move.
First mission, take welkin, move him behind the first sandbag, get cover and shoot ... do not hammer B directly after the enemy did his5 "revenge" shots ... and the enemy will keep on firing at you 5 shot rounds until you are dead,
Even if you just do nothing.
Sorry, thats crap ... even more crap then the ridiculous stupid ranking system which rewards rushing through the levels with only one char ... this has nothing to do with a "tactical turnbased rpg, this is only another stupid action RPG.
Really ask myself how this game could get this amount of positive reviews, but its allways the same, install some BIG anime tits inside a game and it might be the biggest ♥♥♥♥♥♥♥♥ ever, ppl give it positive reviews.
Then there's... uh... normal fire. You fire a clip and get return fire if the target is still alive and has a weapon capable of doing so under the circumstances of that moment.
I'm sure it's explained in the tutorial..?
Anyways, don't run into lots of enemies on alert and ready to shoot on sight, should be common sense.
EDIT: And don't stand in front of them either. This isn't FE or XCOM, this game has action elements and... welp, seriously, without interception fire you could just roam free around the entire map. Seems pretty OP to me.
its also an amzing defence if you place one of you shock troppers in a place out of sight but the enemy has to walk down and you will kill them all before they can attack!
Personally I found it easier to just leave the shooting as the last part after everything and then hammer the end turn button (playing with mouse/keyboard combo myself), but it hasn't been an issue unless I throw my Scout/Lancer in front of a Shocktrooper enemy with a machinegun that kills me in an instant (so many deaths due to that at first
It helps a bit if you try to group "friends" (those names that they have on their profiles) with eachother, as they tend to give nice backup fire and combine their fire with yours when you shoot without losing their turns. So that might ease a bit to overcome that, if you are willing to continue further. I can see why some pople hate it, though.
1. When you shot in your turn, you can take your time and aim for the head. You get 5 shots.
2. When they shot in their turn, they also get 5 shots. (Troopers got 20. Yours too.)
3. When you shot in their turn, you don't aim but you can fire 5 shots after 5 shots, as long as they are in action.
4. When they shot in your turn, they can fire 5 shots after 5 shots, as long as you are in action.
Yes it is unfair. The system is biased towards you, who already have better range and better damage, by giving you the ability to aim for the head. If you must ask, their sniper actually get less ammo than you, and their tank has less mortar than yours too.
You can always aim or even press Esc when you are under fire. The whole world will freeze. You can take your time to decide what to do. About as unfair as it can get.
Turnbased means there is a limeted amount of actionpoints/actions I can spent/ execute per turn ... so the way its here means, attaker have limeted amount, defender has unlimeted amount.
Makes no sense at all ...
Sorry ...
Its stupid, nothing else ...
But ok, I wont complain anymore ... its the way it is and there seem to be a lot of ppl that are happy with it
But I will write a review now ... to tell ppl like me that this is not a turnbased .... and even less a tactical game.
Its a good and beautyful Anime Graphics Novel with a bad action shooter part.
Wouldn´t have bought it, if I would have known before ....
Grouping friends together only help you *attack* but won't help you *survive*, neither from interception fire nor from active fire. And you don't need friends; all your scouts and troopers will team attack if they can and are in range. Friend only grant a accuracy bonus so minor that no one can tell you how much it is.
Starting as soon as Chapter 2, some enemies will run to their target no matter what, and you can use your unlimited interception to drop them without spending a single action. I killed 4 that way, exactly half, and in Chapter 6 I killed 5 enemies off turn the first turn, almost their whole assault squad.
Thats try and error.
But many ppl missunderstand what tactical or strategical means.
It has not much to do with try and error ...
It is observe enemy behaviour (some players find it difficult), then do range calculation and angle calculation at tactical level, and action allocation at strategic level. That is how I got my positions.
I hand draw VC battle map so that I can formulate my action plan while I'm away from home. Hard to say it's trial and error when there is no computer to play it out.
If you bother to observe and learn ranges and angles, you can tell presisely which enemies are going to fire at you at which points of the map. Hell, you can plan your entire turn ahead with regards to who goes where and what he does there. Well, there's RNG so you might have to plan some contigencies, but nevertheless you can very much plan. And when you dig deeper you can somewhat predict enemy turns too.
Bottom line - this game has a much steeper learning curve than it seems, and it is entirely player's fault for approaching it as a "pure" turn-based strategy ("pure" meaning being able to take all the time in the world thinking under any and all circumstances).
+1