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I find them as the most useful units, in term of usefulness for me
Shocktrooper > Scout > Lancer > Grenadier > Sniper > Engineer
with flamethrower positioned right you can wipe 3 units or so, and since they dont destroy sandbags you can use kill the courching unit and grab the sandbags. With proper boost they can even destroy tanks and even boss tank
I actually stopped using scouts in post-game, Enemies are tanky and painful, so Unless they have grenade I dont see how they can kill crouching units. Other than that they re yeah... for base rush
I find Lancers more useful than Grenadier tbh, especially how Lancer can shoot together with fellow lancers or tanks to destroy tank from far. They can also board APC and wipe the tanks in the map easily.
I only find grenadier useful in killing bosses tbh or clearing enemies around the map. Other than that I only let them guard the base.
Sniper.. Later on enemies crouch a lot and I find any other sniper rifle beside the 3 shot one arent able to kill tanky units even with headshot (even if they combo with another sniper without triggering potential)
Engineer, I never use them at all really, unless im forced to use them to remove land mines
All I use is shocktroppers mostly, you can line up enemies and just spray through them, flame multiple enemies behind cover, order buff them and just rush through tanks/enemies to get that easy final cap/ace.
Shocktroppers honestly seem broken at times with how easy they are to just cheese through missions and kill everything lol
So far in VC4 I tend to make use of the ST's more often.
Later on you can easily make 1-2 ST's walk as far as Scouts do (using "Command" with a Scout) Therefore you have the scouts maneuverability and the ST's combat performance.
Yeah I split my grendiers and equip half of them with anti-personal gear and the other half with anti-armor gear and tend to use the anti-armor grenadiers over lancers.
Unlike the first three game's I find Scouts the least useful. Grenadiers now take their long distance bombing shtick to a whole new level and Leadership points that replenish every turn and RESET AP values make their high AP negligably useful. So with AP not being an issue, and grenadiers doing their job better than them in almost all instances. Scouts are just squishy, low damage wastes of time. It would be marginally better if we got a great Scout like Alicia, and Minerva gets halfway there, but we dont.
Shocktroopers on the other hand are damage sponges, have the third highest AP, have high damage weaponry and a flamethrower and grenades. They cover nearly all bases well enough that except for extreme cheesing on certain maps they can cover nearly all bases except extreme distance murdering. With those accessories you get for not sucking you can even kill tanks with them far before they max out at 20 or 30 unlike previous games.
What you have to make sure is giving Troopers weapons with the best possible Range, so they can safely outrange enemy troopers and intercept from a very decent distance, thus weapons like ZM MP are crap since range is more useful than brutal firepower, as with the regular Robinson SMG series it takes 3-5 of the 20 shots you have to kill any regular enemy.
Mobility used to be the only issue for Troopers but that's not a problem anymore here because if you make good use of Direct Command or APC riding, they won't be left behind.
Plus, I find mobility isn't top priority in this game, as missions give enough turns to advance at moderate speed and still get the highest rank. I'm pretty sure Scouts are in fact my less used class so far, even less than Engineers, because at least Engineers can refill tanks/lancers/grenadiers/snipers ammo while they're at it. And Scout rifles aren't effective at killing, you have 5 shots and some enemies will require 3 or 4 headshots to kill, which means you need to get too close for a granted one-attack kill.
They're also way better at taking bases with an APC. APC rush (strat that can beat %90 of the missions in the game) doesn't work as well with scouts.
Often this also buys an opening for me to rush a scout through to the objective
Point is no class is just stronger than another class, they all have a use. That said I think scouts and shocktroopers are the most well rounded classes shocktroopers even more wellrounded than scouts because they can deal with everything. Tanks, cover, high health units etc etc.
I tend to use Stormtroopers as the spine of my attacks. They can break enemy formations, shoot enemies down with interception fire and survive counter attacks effectively. With demo order they can also dispatch tanks, so I tend to think of them as nimbler tanks. Scouts are good for rushing through a formation that has been weakened to capture objectives or killl important targets like weapon emplacements, snipers, grenadiers, lancers that could get a radiator hit if you leave them there, or tanks that are somewhat out of the way but still dangerous
Snipers can pick off other snipers/grenadiers, they can pick off scouts that my scouts/troopers have turned around, or get the attention of a special unit so my other units can get sneak attacks. Grenadiers are good for picking off units that are hard to hit, usually snipers who hide behind rooftop walls, or other grenadiers.
The thing I struggle the most to find a use for is lancers. They're very slow and they don't get interception or reaction fire. A stormtrooper or scout with demo order can not only cross much farther distance to handle tanks/guns but they also have decent enough AP on successive turns to hit quite a few tanks, they dont have the ammo problems, theyre far more accurate when targetting radiators, scouts can cross an insane distance to do it, and stormtroopers while not as fast can resist the interception fire and survive the enemy turn better while delivering interception fire and counter fire of their own