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
I upgraded scounts and snipers first. Around chapter 6 or 7 I believe you also get the triple shot sniper rifles for interception fire. However unlike in VC1/3 it seems that you need to play much farther into the game to get the really cheesy upgrades such as double AP scout, etc.
However in this game your units get a last stand which might be limited to higher level units/class.
Also note that this game keeps track of a per character rank, in addition to the normal class rank.
So you must use a unit a certain amount to make them a leader later on in the game.
Also they really increased the difficulty of this game by making it so that you can't run cheese strategies until you come back later. (In CH6-9 you have harder boss enemies similar to late game on earlier VCs, but without super scouts or valkyria units to clean house with.)
I don't really push one class ahead or further than the rest.
Same as how I played the first game.
Yeah, I learned that the hard way from VC1. Though to be fair, VC1's cheese levels were like a 10' wheel of smoked cheddar rolling down a 90 degree hill.
VC4 feels slightly less cheesy to me. I mean, you can still pants the Enemy AI early game if you invest the farmed XP. Later on, still can do it, just takes longer because the other skirmishes/mission can take a little longer.
I dunno about that. I just finished Ch 13, and the last two skirmishes give 37k and 47k exp each.. and both can be finished in a single turn. The 37k one can be finished in two moves, without even having to wait for the order cutscene (as you don't need to use them).
Classes have Elite forms at 11, and Paragon forms at 21 (postgame only.)
Scouts are still broken AF. You can still blitzcheese a lot of missions -- not all, but most. The addition of the APC makes them both more and less broken at the same time, since Shocktroopers can now also do long-range blitzes reliably.
Shocktroopers actually do something this time around, as many encampments later will have 2 enemies hiding behind cover -- something that a Scout would need 3 actions (grenade + shoot + shoot) where a flamethrower lets you clear and cap in one go.
Lancers have a few more niche uses, as they're still faster and more reliable when it comes to taking out Ultimate Tanks and whatnot later on. You have to get extremely lucky to be able to line up a clean radiator hit with a Grenadier in most cases. Also they're absurdly tanky and work as a great way of stomping through the sometimes 5+ Elite Grenadiers the AI will have covering a path.
Engineers are also pretty niche. Outside of a couple missions for rebuilding ladders or giving more ammo to snipers, they're essentially just bad Scouts. Still, when their uses come up -- boy howdy do they come up. Sadly the game gives you a handy Resupply order pretty early which kinda nullifies one of the big advantages. =/
Snipers get a decent amount of use. There's a few missions where they're effectively mandatory (sniping parabombs), but a few where they're also just really, reeeeeeeeeally good. Also the accuracy line for sniper rifles gets a bit silly after a while, just FYI. And the anti-armor sniper rifle is just hilarious -- a perfect accuracy 1000 range Lancer, mmm...
Grenadiers are the kings of cheese on a handful of missions. Whassat? Blow up the enemy supertank? No problem, just have Riley grab her 3 bestest Grenadier friends and *bomb the everliving ♥♥♥♥ out of it*. Also, the recurring Black Tank enemy has their radiator on top and you need to either have a lancer on the high ground (which is impossible most of the time) or just bomb from above. Oh, and they're the most efficient for EXP farming I find in the postgame. Just make sure to give 'em the anti-armor mortar line... the others are kiiiinda not great.
Exact order I go through when I don't have the XP for everyone at the same time:
Scouts > Grenadiers > Snipers > Shocktroopers > Lancers > Mechanics
Scouts get a granade launcher on there rifle, grenadiers and lancers get the ability to shoot together (if 2 lancers are beside eachother and 1 shoots both do, same as gren) and snipers get the ability to use reaction shots (shoot at the guy who shot at u, or shoot at an enemy whos running near you)
With that being said i maxed storm troopers first so u have the early flamer, then scout/sniper/gren/lancer/engi in that order till i elited them all, then got to max lvl with scout/snipers first, and working on storm, then gren, then engi and lancer. imo lancer is the worst to upgrade because of the way they work, engi isnt too bad because they can revive ppl who were downed, idk if alot of ppl know this, if u use revival on downed ppl they come back up with full hp
its better to rush 11 in most cases since u get a new ability/gun, schocktroopers lvl 11 gun is very good for clearing sites, and scouts having a grenade launcher is always helpfull, along with snipers getting reaction shots etc etc,