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Yes, the scoreboard is still all about rank. The rank is a lot more relaxing though, so if you just must have all the rewards, you can do it comfortably without ever using scout rushing and pretend the game is actually tactical.
All in all - just self-ban the broken things and maybe consider not upgrading armor too much so you take something resembling real damage, and there is your tactical game.
well, it's not tactical if a tactical approach isn't rewarded. To bad, I'll pass on VC4 then.
I don't think I scout rushed any story mission. It's much safer to systematically progress by countering and killing enemy units. Probably 80% of the maps can easily be completed with A-rank after killing every enemy unit if you're at least a little efficient at using all the classes. Most A ranks are 4-6 turns in this game instead of 1-3 that VC1 was.
I personally think this game has better gameplay than the first one in almost every way, but the style is still pretty much the same. So if you really didn't like the first, this one still plays similarly. But I was a lot more satisfied with the new options this one had to make you use more members of your squad.
that's my issue, I really liked the first (settings, gameplay...ok the japanese tropes was a bit to much for me), but the fact that progression was tied to mission rank, which was tied to bum-rushing with scouts, really put me off in the end....
I barely used Scouts other than Minerva (and Claude when he's on foot) for most of this game. The gameplay balance is better, making all the other classes better than they were before.
You don't need to rush at all. A-Ranks are more flexible than in VC1 and perfectly achievable while playing strategically, unless you have the must-kill everything OCD which isn't possible in some missions. You may also simply not use the Orders that are commonly used towards rushing, such as Defense. Fortunatelly, Caution Order has even been removed.
I did a playthrough of the entire game without using Orders, or other rushing methods, or save scumming, while getting A-ranks, it's totally doable and it's more accessible than in VC1. Even in VC1 you can actually beat the game without rushing except for a very few missions that have really dumb rank requirements. Minimum A-rank requirement for VC1 is 1 turn, while in VC4 no mission requires less than 3 turns, except for Normal skirmishes.
Rushing, be it via Scouts or other methods, is still an option, or not, depending on which mission you're playing. But if you just can't refrain yourself from playing precisely that way you don't enjoy, then that's on your end. It's not really needed.
If you DID like VC 1 you will like this one more. Guy you quoted is full of BS, ALL units are valuable in their own ways. Yes even lancers and snipers which sucked ass in VC 1 in almost every mission. Storms are needed for some A ratings and the new mortar too is crucial in some maps.
To sum it up it REWARDS combined arms MUCH more than VC 1.
now, that's some good news...
Meanwhile, some education time for you - literally the 1st YT video on subject matter that came up.
https://www.youtube.com/watch?v=8SgesKExfeA
Here, I made a helpful notation with listing of stuff used, chapter by chapter.
@OP there will be obviously spoilers for you if you opt to read this. Sorry, but this guy is full of BS and unlike him I have facts. (Yes I've noticed you already bought the game, have fun with it however you feel like and best of luck).
This is a summed up usage notation, not move-by-move
I dd not notate order acquisition fully. Every HQ visit he gets orders and levels accordingly to get them.
DC reset means using DC to get full AP bar on a unit, DC extension X->Y means X carries allied unit(s) Y (and that's the main point of the move)
Prologue: fixed deploy
Chapter 1: 2 ST
HQ - lv.2 all troops
Chapter 2: 2 SC+SN, 1 Defboost
Interlude: 2 ST + SC
Chapter 3a: 1t required units only (reach destination map)
Chapter 3b: 2t 3 ST rushdown + 2 interception + G x3 (kill all enemies map)
Chapter 4a: 1t APC+ST
Chapter 4b: 2t APC+ST+EN+ST, 1 Defboost, 1 DC reset
Chapter 4c: 1t 2ST (inreception only) +SC, 1 Defboost + final stand move extension
Chapter 5: 2t 2 ST+SC, DC extentsion
HQ - lv. 7 troops, lv.2 EN | Rifle 1 /MG 1/Mortar 1+3/Gren/Uni max, tank base, apc all except radiator
Chapter 6: 2t T+APC+2 ST+L+2G+1 SN (kill all enemies map)
Chapter 7a: 3t APC+ST+L+EN final stand inspire + DC extension (screwed up), APC cannon skip with Fortify Armor
HQ - SC+ST lv.11 (Elt)
time taken up until this point - 1:10 / 2:43 Almost half the time for <50% of the game. From here on the defense boosting turns on.
Chapter 7b: 2t APC+ST+SC, Defboost scout into 2 tanks+ST+extra. ST DC reset+ST->SC extension
Interlude: 1t standard way
Chapter 8a: 1t APC+SC skip all map, no orders
HQ - Gren+SN lv.11 (Elt) | Rifle 3/MG 3/Sniper 1/FW/Gren/Uni max | Tank Smoke dev, HP base max | APC HP/Armor base max
Chapter 8b: 2t T+ST+SC+G, Smoke hide mid-map, 4 non-tank moves (reach destination map)
Chapter 9: 1t ST Defboost+DC reset
HQ only order
Chapter 10: 4t T+2 SN+SC, force evac rotate sn (time optimization), T smoke hide base+park, DC sniper extension (map physically requires snipers to beat and 4 turns minimum)
HQ only order
Chapter 11: 2t 2ST+SC,Demoboost, AUDef, DC extension SC->ST, DC reset SC 2+2 (1500x2 AP)
Chapter 12: 1t SC, Defboost, Explosives Boost, First Aid, DC reset
HQ only order
Chapter 13: 1t APC+SC, Defboost, Fortify Treads, Fortify Armor
HQ - Gren 12, SN 18 (Pen order) | Rifle 3/MG 3/SN 3/FW/Uni SC+ST max
Chapter 14: 2t|skip t1 APC+SC+ST, Demoboost+Pen+AUDef
Chapter 15a: 1t ST Demoboost+Pen
HQ only order
Chapter 15b: t SC+ST+SN, Defboost, Rapid Deploy+Pen ST, DC reset SC 2+2 (1500x2 AP)+SC->ST extension 900
Chapter 16: 2t T+ST+SC, Smoke base (time optimization), DC reset + ST->SC extension, Demoboost+Pen+AUDef (reach destinaiton map)
HQ - SC 12/G17(order) | Mortar 3/FW/Uni SC
Chapter 17a: 1t 5 ST+SC,G+APC(unused but important that they are placed), DC SC->2 ST extension
Chapter 17b: 1t SC, Defboost (reach destination map)
Chapter 18a: 1t APC+SN Demoboost+AWS+Resupply
Chapter 18b: 2t|skip t1 APC+G standard AWS, Blast boost, Pen strat
Per map appeareance stats - how many maps were these things relevant on (these are not individual uses + not counting leaders deployed just for CP and never moved):
Units:
SC - 17
ST - 15
L - 2
SN - 7
EN - 2+1 (+1=7a screw-up)
G - 3+1 (+1=17a)
APC 9+1 (+1=17a)
Non-units:
DC - 11
Defboost - 9
AUDef - 3
Demoboost - 5
Pen - 5
+ a few one-time extras like First Aid
2 classes and APC are relevant, the rest are situational. The end. His highest actual individual unit move count would be for Shocktroopers, because they run far enough when supplied by mobility tools (DC/APC).
I did not track kill count, but I'd put it at sub-200, and likely even sub-100. No Aces were harmed in production of this speedrun.
Some hightlights of "interception hurts": 1:48:33-1:51:40, 1:58:20-1:58:30, 2:05:17-2:05:35, 2:12:30+.
Every single end card is a comprehensive answer to the question of "does this game reward rush or tactical play?" Of course, there's an option of "just don't do it", which I am pretty sure I have mentioned in my reply. But "by the rules" it totally does reward skipping everything.
Inb4 "it's a speedrun" - he does not use any fancy tech, just everyday VC. That's the thing about any% VC speedruns, really. They are very mundane and down-to-earth, there are very few genuinely high tech moments (compared even to stuff like no R&D or no leveling challenge runs, much less other games). Also yes, it's a speedrun. The perfect showcase for "does this game reward rush", as it would be.
Over 80% of missions in the game have a 1 turn strategy if that is any indicator, and yes; a lot of that is Scouts while a few of these are due to the Grenadier class being a thing. A Ranks are much more forgiving compared to VC1, which allows more diverse strategies.
If you have the fear of Scouts breaking the game; you need to restrict yourself pretty heavily. The game is much easier compared to VC1.
well, in VC1 I made my own "ruleset" like "every unit has to be moved before a CP can be spend on an already moved unit" (if you understand what I mean). It made the Gameplay better IMHO.
VC4 being less difficult isn't a good thing though.
Anyhow, I've bought the game so let's see.
PS: Should I replay VC1 (and finish it) or can I jump directly in VC4 ? I Know it's the same war and time period, another Unit etc... but would it make sense ?
Only people who for whatever reason want to 1-turn everything needs rushing, but just for A-Rank it's not needed at all. It's actually more rewarding to spend some extra turns and do it just in time so you can get more weapon awards for fullfilling certain optional objectives, as well as getting units who participate in missions growing to Corporal faster.
thanks, that's the type of answer I was looking for.
In the meantime, I've already bought the game.
Like in VC1, speed is everything for rank with measly exp/dct rewards for kills or casualties. Royal weapons are still rewarded for tactical play (B+ rank, no casualties, all enemy tanks/leaders killed) but still only concern less than half the battles and Ace weapons are still rewarded for searching for (often hidden) aces and claiming the spoils by killing them. And the little detail, you can now get accessories for getting A ranks, so you actually get one more "unique" reward for pure speed.
The major differences are that:
- You can replay any story battle at any time (no need to wait for new-game +). No pressure not to miss anything unique on your first time through a battle.
- VC4 is more lenient for A ranks (much like late game VC1 battles) and gives a lot of turns to get A ranks (you could still kill all enemies and get A ranks in most VC1 battles; it's just that this time in VC4, you have the time to kill all enemies three times over and still get A ranks).
- VC4 gives a lot more of mobility options (APC, direct command, revival, etc...) making it a lot easier to move other classes (other than scouts) a long distance in a single turn.... which also means the game gives a lot more rushing options (doesn't help the argument but you should be aware that VC4 actually makes rushing even easier) but also means it's easier to move more characters of different classes while still being efficient CP-wise and turn-wise (and that does help the argument because that's the one reason a lot of players were feeling pressured to use scout-rush in VC1).
Anyway, in VC4, you can still cheese the system and rush to the objective ignoring anything in between if you choose to. But the game gives more options and turns to not feel pressured by ranks and for the player to choose not to rush if he wants and still get the highest/most rewards easily enough.