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For Shocktroopers, I actually prefer Robinson M104, the accuracy is not bad since I quite like interception fire, this is the best one to that due to the how defense works and there is also some reduced damage for interception, so I gotta squeeze every little damage as possible, overall all the machineguns are quite balanced, so no sweat there.
For Lancers, I always use M2EQ-14, but there is also VB PL 6(e) from Expert Skirmishes 2 that has a whooping 3000 Vs Armor but 300 range.
Snipers, most of time I use LF-ASR No. 10 because 3x 140 is THAT strong, even better at interception fire, but extreme ranges ask for LF Wasp No. 14 or GSR-33, special mention to ZM SG X2 (e) for having 1500 Vs Armor.
On mortars, Sanders sucks, so you can flip-flop between Hartman and Elias models depending on the usage, also Elias MA9D has AP down and a respectable Vs Personal, some captured mortars have unholy amount of Vs Personal (+500) but terrible range (also 500 ish).
You legend, thank you so much
Hey man, wondering what's your opinion on the accessories? What's the best accessory u think for each class?
There are Range accessories, I think the strongest one goes to +70 Range? Shocktroopers will use it greatly, It doesn't make much difference on a Scout since they mostly have +360 range.
AP accessories goes great on units that you like to use multiple orders, independent of how many orders you give them, they will start with the AP you gave them, example, a +20 AP accessory will always give +20 AP, even if you use the same character 7 times.
Also there is a accessory that gives you ailment immunity, it's good, but depending on the mission you are playing, there are no debuffs.
There is I think a +10 Vs Personal accessory, goes good on Shocktroopers.
Also, any Shocktrooper can grab a bonus Vs Personal/Armor and use it greatly since the damage bonus applies to each bullet. Take the machinegun (Reising I believe it's the name) with 35 shots, it does at max lvl 54 damage Vs Armor 35 times, 1890 damage total, but if you apply a +20 Vs Armor the damage goes up to 2590, so just aim at the radiator and you will penetrate most of the defense of the radiator, or use an order to penetrate defense.
You can do unreal damage by using Demolition Boost, Penetration and Attack Weak Spot orders on a Shocktrooper with that.
Keep in mind that Range accessories won't work on Royal and Imperial weapons, only on default R&D guns, so you can't for example get a +50 range boost on a ZM MP. I made a thread about this a few years ago: https://steamcommunity.com/app/790820/discussions/0/1734343065616850359/
Mortar lances are for a very different purpose so they can't be compared. They're very situational but can be useful in certain maps.
Scouts:
Minerva, Christel, Odin, any of the DLC Scouts
Brown M9D (expert skirmish weapon), Brown M10 (everyone else), or if you want to get funky then the Dunkel
I used the +Aim & +Dodge combo accessories (Capes), but if you want them to be more aggressive then you can use any type of combo between any of the def or dodge accessories too.
Shocks:
Raz, almost anyone else (personally I like Vancey or a full HP recover potential Lily, Ferrier, Zaiga, etc)
Robinson M99D (expert skirmish), Robinson 104 (everyone else)
For Raz I like the highest +AP trinket (for direct command escorting), everyone else I like +Range or +Aim & +Range combo (Binoculars or Sights)
Lancers:
Laurent, Gertrude, Jimmy (you want Tank Destroyer and/or ammo refills), maybe one more
I use all weapons here. SB9-10 is the main one because getting behind tanks is super easy with direct command and APC, so aim is the only stat that matters and will always one-hit. M2EQ-9D (expert skirmish) on your best guy, or M2EQ-14 for frontal attacks, team attacks with the Hafen and other Lancers, or vs boss tanks). Laancaar on a backup lancer used mostly just for the indoor maps
+Aim trinkets (gloves) or +Aim & +Armor (bullets), since all that really matters is hitting that radiator, and you can use other units to get you into position for that.
Engineers:
Eileen (by far the best), Rebecca, Aulard, whoever. You want that Double Action.
Brown M10
I went for +Dodge & +Def (Belts), +HP & + Def (Chronographs), or just plain +Def. They're already fast and not really as good at killing as Scouts, so really you just want them to live through everything so they can revive or repair. The revive is super good in this game.
Snipers:
Kai, Mabel, whoever. The extra range, accuracy, ammo refill, etc are all good, but Neige's Stage Fright kinda sucks.
I actually disagree with most people here. I've tried the LF-ASR line and I just don't really like it for my playstyle. The extra damage just isn't useful enough in most situations. Their intercept fire is still bad, and damage still isn't good enough to be worth using against crouched units. But still, LF-ASR No. 9D (expert skirmish) or LF Wasp No. 14 (for range). One backup sniper with the anti tank ZM SG X2(e) (or whatever you have that's highest anti-tank damage) for special missions.
+AP (boots), +HP (caps), or +Range for the anti-tank sniper.
Grenadiers:
Riley, Louffe, Connor, one more. You really want the double actions, otherwise ammo refill is okay.
Split between Elias MA9D (expert skirmish) for anti-tank and Hartman MS13 for anti-infantry. I almost always bring one of each to missions, although by the time you hit expert skirmishes the anti-infantry stops being as useful (no longer oneshots everything), and it's better to just go with mortar lances or something.
+Ammo for double actions (ammo belt), otherwise +Aim & +Armor or +Aim & +Anti-Pers