Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/sharedfiles/filedetails/?id=1533135906
Scouts
As with VC1, Double Movement is still the god-tier scout potential. Minerva and Odin both have that, with Minerva ranked on top because she provides CP and can command, has several great offensive and defensive potentials, and her only negative potential rarely comes into play because scouts are never near Claude past their first move. Odin has Panicky, which lowers evasion when charging into enemy fire and also Skilled Assassin, making him better suited for circling around the long way and taking out enemies from behind. My second favorite Scout potential is Resist Crossfire, which is on Curtis, Teresa, and Rosetta. I really dislike Rosetta's two negative potentials Neat Freak and Pacifist so only Curtis and Teresa make the cut.
Troopers
Double Attack was what I was looking at for top tier troopers, which is Raz, Vancey, and Emmy. Unfortunately all of Emmy's other positive potentials are mediocre and Penny Pincher basically disqualifies her completely. Raz at #1 is a no-brainer with an extra CP and Big Damn Hero, plus Super vs. Personnel. After completing her squad story, Vancey went from my worst trooper to my #2. She still has 3 negative potentials but they rarely activate, and you can take easy steps to ensure that they don't. Then in addition to Double Attack she has Former Elite, which is amazing, and Major vs. Personnel. For #3 and #4 I picked two who have both Super vs. Personnel and Contact Wound, which works really well with the way I use troopers most often. Viola edges out Stanley for the #3 spot because her other two class potentials are decent and Stanley's are kinda meh. Plus I like her character better.
Lancers
Tank Destroyer and some sort of Extra Shot/Ammo Refill were what I based this ranking on. Laurent and Gertrude have both. Brittany has Tank Destroyer but no Ammo Refill, and Clumsy really hurts because lancers already have terrible accuracy. Hanna and Keigel both have Ammo Refill but no tank destroyer, and all their other potentials are fairly lackluster. Jean is at the very bottom of the list because Sloppy can completely blow your strategy if she loses ammo unexpectedly. Laurent barely edges out Gertrude because he has more offensive potentials. Jimmy takes #3 because he has Extra Shot and also Super vs. Armor. I've also never had his negative potential (Almost Got 'Em) activate so I'm not even sure what happens. Then Keigel at #4 because he has better positives and less harmful negatives than Hanna, the other lancer with Ammo Refill.
Engineers
Double Action is definitely the clutch engineer potential. That's Eileen and Rebecca, and they're close. Curtis being my #3 scout means I rarely deploy him, which means Eileen's Proud Sister never activates and Distracted activates a lot. But Attentive, Responsible, Cautious Crouch, and Super First Aid are all handy. For Rebecca, Conservationist is pretty bad. Independent rarely activates because an Engineer's job is to be near allies, and Healer's Heart never activates because I don't make a habit of having dead allies lying around. Aulard takes #3 because his The Joy of Tanks is like a mini double-action, assuming the first action was repairing a tank. Power Throw is also useful. He also falls below Eileen and Rebecca because he's almost entirely repair-oriented, and I almost exclusively use my engineers for infantry support. Rita is last just because she has no double action.
Sniper
Kai wins for providing CP, Extra Shot, and butt. Honestly I rarely bring a second sniper so I haven't done a ton of testing with the rest of them. On the one mission where you need more than one sniper (to snipe the parachuting bombs), I brought Mabel based mostly on Extra Shot and personality because I hate Aladdin and Leonhardt. I also don't know how the proc rate of Extra Shot compares to Hard Worker and Ammo Refill. Leonhardt ranks at the bottom of all the extra shot/ammo refill snipers because Royal Pain makes him extra squishy and Princely Pride activates all the time because I'm usually sniping next to an engineer or from inside the base camp. Decreasing his attack power randomly can make it tough to kill crouching enemies.
Grenadier
Again Extra shot and extra actions boosts squadies to the top. Riley is easily #1 with providing a CP, Inventor giving her an extra shot, and eventually A Child's Wish can give her an entire extra action. Plus several damage-boosting potentials. Jascha takes #2 with Extra Shot but no extra action. But he also has numerous other good potentials increasing accuracy and damage. Connor at #3 has an extra action but no extra shot, and also two negative potentials that activate semi-frequently. Aoife is probably my favorite grenadier but unfortunately ranks last due to no extra shot or extra action, and Love Troubles is really bad. Also her 3 positive personal potentials are all based on very rare conditions.
Vehicles
Didn't include Claude because you never have a choice of whether to swap him with the other two. Anyway this one is no contest. Dan is always more useful getting infantry safely where they need to be. I've only used Ronald once, and that was the mission where Minerva and Ronald rescue the infiltration team that parachutes into the fortress, and on that mission you don't have the Hafen or a choice of whether or not to bring Ronald.
Edit (Post-game):
After now having completed all the post-game squad stories, I have 3 new members of the permanent roster.
Christel is fantastic and now takes the #2 scout spot. Her potentials are pretty similar to Minerva's, including Double Movement, and Skilled Scout is also pretty awesome as it can activate multiple times on a single move, replenishing your AP each time. Brian, on the other hand, seems fairly mediocre with no Double Movement or Resist Crossfire so he doesn't make the cut.
Andre takes the #4 engineer spot. He has a conditional extra action that's slightly better than Aulard's, but he has two negative potentials that activate frequently compared to Aulard's one negative potential that almost never activates.
Louffe takes the #2 grenadier spot. She has an extra shot and multiple nice potentials that increase both attack power and accuracy, whereas Jascha is more geared toward accuracy. Stahlschrott barely misses the cut. He's very durable and has better mobility so I'd rank him above Aoife, but those perks come at the cost of extra shot and damage potentials.
And last and least, Sergio doesn't make the lancer cut. No extra shot and a bunch of oddball healing-based potentials. Makes sense story-wise, but I don't typically use my lancers as medics.
You've got a good point on lancers. I sometimes overlook the raw stats because potentials are usually more important, except for those two who were very close.
I agree with everything though for Engineer, Though if you have done postgame,I think Andre should be in the list since his last potential is a superior version of Aulard's as far as I remember. Ben Stillshots StahlscrotTerminator would also be in my list for Grenadier, below Connor most probably due to being tankiest grenadier and slightly more mobile to move him to an advantageous position without APC or command. No one can definitely take the top position of all the core members due to their CP. as for Scout I would have put Claude as 3rd after he get his last potential and a strongest resist-crossfire, but then again he is rarely available as scout, so i guess that affect the tier.
Just my opinion tho
If you're trying to rank units by their potentials, nocturnal isn't anywhere close to the level of importance as universal boosts like double movement / double attack / all stats up etc., especially when you can use ship radar or can take a few hits from crossfire before killing the enemy units you bump into. Not to mention there simply aren't that many night missions to begin with.
I'm not trying to make an overall ranking and than use only the squad members with the best ranking. I choose the best for the missions and for example Millennia was really good in Supply Depot Ambush.
Friend synergy is somewhat more consistent, but literally the only time I relied on it was harpoon cannon mission. Boarded Kiegel and Jimmy together for extra shots.
- Some potentials, such as Boost/Major/Super line is rolled once at the start of a turn and is thus unreliable at best.
- Proximity potentials (e.g. Tank Slayer, Mid-Range Skills, "near men/women/friends" etc) can be rerolled by dancing on the edge of proximity range under appropriate conditions.
- Interception-based potentials (e.g. Ferrier's Endurance, scouts' Resist Crossfire) are periodically rolled and can be applied by dancing in and out of interception edge or by buffer flushing.
- Vision-based potentials are a mixed bag - Neige's Stage Fright is constantly rerolled like interception-based ones (making it a Negative-S tier, so to speak), whereas Sighting is rolled for each new unit you see.
Potential trigger chances, while random, are by no means rare. While you can't count on them reliably, it's always a plus when they activate and there's definitely sound logic to want to put squad mates who have excellent potentials for their class as part of the regular roster and avoid the ones who have the worst potentials if you're not particularly attached to their individual character. Deploying a scout who has defense or evasion up potential vs one who has a defense / evasion down potential can be the difference between whether you can run through a bit of crossfire to capture a camp or not.
It's even more relevant before you finish a squad mate's squad story because they'd often still have their worst potential unchanged, and that definitely affects who and how you deploy. For example, if you want to use a sniper on top of Kai in a mission, it's a good idea not to bring Neige if the map is large and open when she still has her stage fright potential since it can mean she'd stop dead in her tracks if you move her to a different cover under the eyes of multiple enemies, etc., same goes with Vancey while she still has the hammered potential before it gets changed to former elite and make her turn from possibly the worst trooper into the best trooper besides Raz to use offensively.
Even if it cant be counted on to always happen when you want it, you'll probably have some awesome potentials proc right when you want them 2-3 times a battle if you take enough turns throughout the fight