See I was recalling this when making my initial post but thought "nah, it surely wasn't THAT dumb, I must be misremembering"OH MAN, I had actually forgotten about that. Riley literally giving shit to Claude because he refused to her run into a burning building and die in a fire. And then the whole town calls him a coward for it. It's so fucking dumb.
Part of me wants to go something something the power of boners, but Riley's attitude upon realizing who Claude is is laughable and maddening. People talk about how Raz sucks, and he does, but Riley REALLY sucks. She ruined Claude's entire childhood for no reason and then forces him to prove himself in order for to not commit insubordination.
Riley fucking sucks.
Aside from my various issues with the story, the characters, the shittier anime tropes, bungled social commentary, the tedious 'all main characters are teenagers so we can reuse high school hijinks ' bullshit etc, I found the general VC gameplay as interesting as ever in its WWII-era combined arms approach to turn-based combat. With one exception though, the grenadier class. Like, why does that class get overwatch fire, something that's meant to be a quick reaction upon seeing the enemy in range, against things they can't even see, when other classes with heavy equipment that's considerably easier to sight and aim (snipers, lancers) don't? How is a trooper with a heavy portable mortar that takes ten seconds to deploy able to put laser-accurate fire on an infantryman dashing thirty metres that they can't see? It doesn't make much sense and that they are deadly accurate with a huge range made enemy ones tedious when advancing and a priority target more than anything up to a heavy tank. It would have made more sense if they had some kind of suppression fire rule that continually targeted a large circular zone you had to select, a rule already in play for supporting artillery on either side. PC ones similarly made made several classes redundant in a lot of missions, as even just having one in your deployment zone and never touching them again was guaranteed to pin down enemy movement and notch up kills without you spending any command points on them. It just felt overpowered and used as a sort of indirect sniper unit than a mobile suppression/anti-tank artillery unit trading firepower for portability.VC4 is good, solid follow up to VC1, lots of content, decent scenarios. Vehicles felt under cooked here, but the new mortar class is a great addition that busted more tanks than anything. It's a much better strategy game than the last Fire Emblem, which I only mention (and bought..) because that game got a ton of fan and critical praise while VC4 was overlooked. All that to say it's worth your time, anime-strategy fans.
Aside from my various issues with the story, the characters, the shittier anime tropes, bungled social commentary, the tedious 'all main characters are teenagers so we can reuse high school hijinks ' bullshit etc, I found the general VC gameplay as interesting as ever in its WWII-era combined arms approach to turn-based combat. With one exception though, the grenadier class. Like, why does that class get overwatch fire, something that's meant to be a quick reaction upon seeing the enemy in range, against things they can't even see, when other classes with heavy equipment that's considerably easier to sight and aim (snipers, lancers) don't? How is a trooper with a heavy portable mortar that takes ten seconds to deploy able to put laser-accurate fire on an infantryman dashing thirty metres that they can't see? It doesn't make much sense and that they are deadly accurate with a huge range made enemy ones tedious when advancing and a priority target more than anything up to a heavy tank. It would have made more sense if they had some kind of suppression fire rule that continually targeted a large circular zone you had to select, a rule already in play for supporting artillery on either side. PC ones similarly made made several classes redundant in a lot of missions, as even just having one in your deployment zone and never touching them again was guaranteed to pin down enemy movement and notch up kills without you spending any command points on them. It just felt overpowered and used as a sort of indirect sniper unit than a mobile suppression/anti-tank artillery unit trading firepower for portability.
I found the final couple of battles a bit tedious too, so it's something I'll be replaying in a hurry.
Yeah, fair enough, I agree it's done for overall balance in the squad rather than realism. And don't get me wrong, I loved them on my side as their utility was through the roof. I just found it a bit sad that it made some other classes feel useless in comparison once you got used to aiming them. I had an anti-tank one that made lancers almost entirely redundant.Grenadiers probably just had overwatch to boost their overall utility. It didn't feel too unbalanced but I wouldn't have a problem with implementing the zoning you mention. They played a bit like StarCraft siege tanks, so I loved them.
That's how mortars work. Like, depending on the design, the rounds are just dropped in and hit a fixed firing pin that sets off a primer that ignites the propellant.With one exception though, the grenadier class. Like, why does that class get overwatch fire, something that's meant to be a quick reaction upon seeing the enemy in range, against things they can't even see, when other classes with heavy equipment that's considerably easier to sight and aim (snipers, lancers) don't? How is a trooper with a heavy portable mortar that takes ten seconds to deploy able to put laser-accurate fire on an infantryman dashing thirty metres that they can't see?
It's more the constant adjusting of aim and tracking movement they can't see than the speed of fire I didn't like, which is why I thought setting a target area would be better. Yeah, I remember that sniper rule from Xcom 2 as well, it was a good balance to limit it to one shot. Just felt weird in VC4 that the sniper is what you'd expect to be picking off people breaking cover in urban warfare, not the mortar guy a quarter mile away who gets a psychic feeling on how to drop a shell precisely on the head of any enemy trooper moving more than three feet. And even at close range, a sniper still can't do anything or lob a defensive grenade, while a mortar trooper can still launch at someone charging at them barely 20 metres away. Still, nothing they couldn't tweak a bit in terms of squad balance in a sequel, not that I think VC will get another. It wasn't my major issue with the game by a long way, but others have explained the hamfisted social commentary better than me.That's how mortars work. Like, depending on the design, the rounds are just dropped in and hit a fixed firing pin that sets off a primer that ignites the propellant.
That said, the game could probably use more squad chatter to establish who's giving the grenadier target/aim info.
Also, I think the reason snipers in VC don't have reaction fire is due to the fact that if you position one properly, you could wipe out all the enemies on the map. XCOM 2 gets around this problem by making the sniper only able to fire one reaction shot per turn unless specific abilities/equipment is used.
Absolutely loved this game. I think it's even better than the first game with the gameplay tweaks in the game. It's a shame it seemed to sell poorly because I'd really love a VC5.
I played and enjoyed it on Switch. Definitely had a few performance issues, though. Things felt a little sluggish in battle when using menus, which was my main issue.Always curious how people feel about the switch port. I struggled for a while on what platform I should get it on and I ended up getting it and beating it on Switch. I absolutely loved the game but I regretted getting it on switch due to some minor performance issues and the terribly compressed video cutscenes.
Yup especially in some of the later missions (and one big mission in the middle). I also hated the cutscene quality it some of the bigger action sequences cause I could clearly see compression artifacts.I played and enjoyed it on Switch. Definitely had a few performance issues, though. Things felt a little sluggish in battle when using menus, which was my main issue.
This actually ended up being a bit of a sticking point with me, something did feel off about the otherwise solid switch version and this was it.I played and enjoyed it on Switch. Definitely had a few performance issues, though. Things felt a little sluggish in battle when using menus, which was my main issue.