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Valkyria Chronicles thread - Page 3

post #61 of 385
hey thanks for the strategy on skirmish 4. Did you know you also get an A rank if you capture the flag in 3 turns? I've found I prefer to go for a 3-turn plan as opposed to a 2-turn. Otherwise, there are too many possibilities that cause my scout rush to fail...

Also, I've found that positioning a 3rd sniper in the main base at startup can really help me clean up or headshot enemies, as I prefer to take out both rooftop enemy snipers (I use up 2 shots on the crouching sniper of course).
post #62 of 385
Thread Starter 
Didn't know it could be done in 3 rounds and still get an A.

I just do it in 2 just to get it over with quicker. You'd get more EXP if you take the command units.

I tried to take out as many command units as possible in Skirmish 3, but you still get way more experience with Skirmish 4 with limited command unit kills.
post #63 of 385
Quote:
Originally Posted by ppshooky View Post

Didn't know it could be done in 3 rounds and still get an A.

I just do it in 2 just to get it over with quicker. You'd get more EXP if you take the command units.

I tried to take out as many command units as possible in Skirmish 3, but you still get way more experience with Skirmish 4 with limited command unit kills.

yeah that's why I like doing it in 3 turns - I can usually kill 1 or 2 more commanders (and typically take the other base, too!). The 3 turn thing was a fluke. I missed getting the flag by inches and had to end my turn. Lots of people died, but I ran a scout right up the middle using about 5 or so CP and finished the battle anyways. To my surprise - "A" rank!
post #64 of 385
If you want the best of the best in their classes, I suggest you get the final potentials for Sniper (Marina) and Lancer (Jann and Audrey) especially if you are trying to ace the Hard level skirmishes. Also, Scout + Engineer = very mobile grenade party. Troopers are good for roasting nearby crouchers and base defense.

Tanks are great for 3 things: base defense, smoke screen and flaming mobs. The smoke screen however I sometimes find buggy because once in a while an enemy Lancer can still snipe your tank through the smoke.
post #65 of 385
^^^ on the big tank mission (the second one), I positioned the tank near the ridge and it just mowed down the entire set of reinforcements that came out with the valkryie.

Crouching enemies really negate the adantages of the scout. YOu have to grenade, then shoot them.
post #66 of 385
True but I think early on, a well placed (orangey arc) grenade can kill a croucher. Don't even try it on an Elite status enemy if you are trying to kill in one turn but it is still good setting them up for an easy kill on the second turn. I guess it works best from an elevation and using the grenade launcher. On Hard skirmish level where opportunity fire of an enemy Scout can shred even a power scout like Alicia, a grenade shot or thrown from an angle where they can't see you is crucial.

Imagine how much more frustrating and challenging this game can be if the AI allowed enemy troops to use grenades. As if snipers and status changing trooper guns aren't bad enough.
post #67 of 385
Thread Starter 
AI scouts can use grenades. They did it to me often early on in the game.

Like Skirmish 2, the shocktroopers would blast my sniper and lancer when they were crouched behind a sand bag and bunched together.
post #68 of 385
You are right. I did see them use grenades but only against my tanks to shred the treads. I have yet to see them use it against the anything else.
post #69 of 385
I, too, have been grenaded on several occasions. It seems that the AI likes to do it primarily when there's two or more people it'll effect, or if they want to nail a tank. I rarely see them do it to me while I'm crouching.

PS - anyone bounce grenades off walls? Good fun in parties.
post #70 of 385
Thread Starter 
I like to wedge grenades between crouched units and sand bags. Too bad tossing enemies into a building or over a ledge isn't an instant kill.
post #71 of 385
So I got through Ch 10 and started doing skirmish some more. Is skirmish 5 worth it over skirmish 4? I've got skirmish 4 down to a one-turn science. I never realized how powerful orders are - especially the raise defense ones! Here's how you do skirmish 4 in one turn

Setup
2 snipers on ledge
Alicia
Rosie (for extra CP)
Largo (for extra CP)

Deploy (don't need anyone else)!
1. Take out the two enemy commanders at the base w/snipers.
2. Order alicia to have added defense.
3. Run alicia straight up the middle. At end of her first run, either end turn or target the trooper who's standing in the trench.
4. Select Alicia again, run her straight at the enemy commander who's defending the main base. You should be able to grenade launch his position by the end of your run.
5. Charge the commander and headshot him from point-blank range. Then turn and capture the flag.

If you get real good with this, you can also have another scout grenade the lancer commander who's crouching to get him to stand, and then follow up with a sniper headshot.

1 turn is still A rank, and the same points as if it's 2 or 3 turns, which is a slight bummer. But dang does the battle go fast! I got my units past level 13 this way.
post #72 of 385
Also, what are some of your craziest V.C. moments? Mine has to be when I destroyed a tank w/a sniper hit to its radiator. Freaking hilarious!
post #73 of 385
Thread Starter 
Interesting. I haven't tried a 1 turn move. Sounds like Alicia would take a lot of damage and you may need more than just defense?

I haven't tried Skirmish 5 yet, but I saw a video of someone doing it on Hard and beat it in one turn. Don't think it can be that hard with the right CP skills.

I haven't had any crazy moments I can think of.
post #74 of 385
Man I am getting CRUSHED on Chapter 8, the fight with the Tank & troops (and big mortar). Any hints guys?
post #75 of 385
ppshooky - The defense order insanely raises their ability to shrug off bullets. It's freaking crazy!

tried Skirmish 5 last night. Did it in one turn also. This one only takes 2 scouts + main characters for CP. I typically use Alicia and Aika.

1. Order - All Defense
2. Move Aika down the bridge. DO NOT STOP to shoot at the shock.
3. Move Aika around the curve to the second bridge (w/all the barriers on it). Again, DO NOT STOP to shoot (though stopping for ragnaid might be a good idea)
4. Move Aika towards the control that activates the elevator just north of your other forces. Again w/Ragnaid OR grenade launch the shock behind you.
5. Move Aika towards the control. By this time, you should be able to activate the control.
6. Move Alicia down the elevator that was just activated, and then up the elevator that's directly across from it. Move her down the bridge, to the left and have her grenade the commander scout.
7. Move Alicia past the sandbags, towards the control that activates the final elevator. Kill off the commander scout as well (should take one or two shots).
8. Move Alicia down the elevator and across the empty field and take the flag.

DONE! You should have about 2 CP remaining.
post #76 of 385
Quote:
Originally Posted by Chairman7w View Post

Man I am getting CRUSHED on Chapter 8, the fight with the Tank & troops (and big mortar). Any hints guys?

This one took me some time. You can always level up your peeps in skirmishes. Though you should concentrate on getting Welkin go the Edelweiss (at the expense of leaving Alicia behind if need be). There's a path just past the mortar that goes down to the creek bed. Walk Welkin to the broken bridge and have him climb it (beware of mines). After that, it's an easy run to Edelweiss and shouldn't be that difficult to win afterwards.

I deployed 1 sniper, 1 engineer, 2 scouts, 2 shocks, and 1 lancer at the main base IIRC. The sniper headshotted everyone, the engineer reloaded him (and repaired barricades), and the scouts and shocks crouched behind barricades. Largo took out the closest tank that advanced w/a quick shot to the radiator.
post #77 of 385
that one is pretty easy.

Deploy mainly scouts and maybe one sniper, one engineer, one lancer.

Just make a straight beeline for the tank with welk & alicia.

Use one scout to kill all the snipers pointed towards welk. (dont really have to do this)

Keep all your troops out of the range of their shocktroopers, as they use the atk-down status effect (which is annoying).

use your scouts to create a "front" behind a line of barricades outside the range of shocktroopers so when the enemy triest to charge, all your scouts conterattack them.

Use the lancer to blow the tanks. Blow the tank closest to you early on, as it's the greatest threat.

since your base is right there, if crucial people die, quickly call in reinforcements.

you'll need to get your tank to the door to break it open. move your tank forward every turn, so that the close enemies get annihilated.
post #78 of 385
Thread Starter 
Ignore the enemy snipers...keep everyone behind the sand bangs. Put shocktroopers at the front, an engineer and scout in the back.

Take out the mortar with grenades. Don't bother with trying to take out the guys in that area, just use the grenade launchers (if you've got elite status scouts) and blow that thing up. Should take you about 3 or 4 grenades.

Also, have a lancer take pot shots at the tank in front of you. Your sniper should be taking down anyone that's standing.

Once you get Welkin back to your tank, mortar the hell out of all the shocktroopers and any lancers hiding behind sand bags. Use shocktroopers to mop up. When there's the final tank at the gate, run your lancer and get behind it to kill it.

I got a B or C rank on this one, I think...did it in 6 or 7 rounds. Save often when you are satisfied with the outcomes.
post #79 of 385
^

Only reason to take out the snipers is there's one named sniper at the end of the cliff. I think you get a pretty decent sniper rifle for killing him. Killing them are really easy too.... execution style from behind.
post #80 of 385
Thread Starter 
There's actually one sniper where the main forces are. Or, maybe they were reinforcements? Didn't matter anyways, they don't crossfire.

I did use Aika to slaughter all 3 of those snipers along the ridge to get that sniper rifle. But otherwise, you can pretty much ignore them.
post #81 of 385
Thanks a lot guys - I'll give it a go tonight!!!
post #82 of 385
I just picked up this game this past weekend and am loving it. The only thing I haven't figured out yet are the potentials. I understand how they work, but when I go to level up a class and the drill instructor tells me "You've unlocked a new potential" where do I go to see this? I ranked up my Scouts and I was told they had a new potential, but what is this potential? Looking at each individual Scout they don't seem to have any new stats or potentials that they didn't have before. I'm a bit confused on this aspect.
post #83 of 385
Thread Starter 
If it's an Order, that's something you'll see in battle when you go to the Orders menu.

If it is indeed Potentials you are referring to, check your characters in the Squad 7's barracks. You should see a new Battle Potential (the bottom half of the potential list). In some cases, some characters will get the other type of Potential skills.
post #84 of 385
i have this game under the tree from the wife. i am looking forward to this. when am i going to find all this time??
post #85 of 385
I just beat it .. getting all A's ... the only sad part is sega didn’t support trophies in this game.
post #86 of 385
Quote:
Originally Posted by PatrickB101 View Post

i have this game under the tree from the wife. i am looking forward to this. when am i going to find all this time??

This is a particularly frustrating game when it comes to time management. The battles can last about an hour or so each... so there's really no opportunity to "pick up and play". I've found when I'm going to play this game, I know I have to have a couple hours to really get the most out of it.

But you can save during the battles -- important if you want to experiment with a strategy.

I'm not complaining... it's a great game. The cut scenes tell an interesting story, and the battles, while requiring good solid strategy*, are still fun to play -- or re-play if things didn't go quite right.

*confession time:the strategy guide has been very helpful for me.
post #87 of 385
^^^ Too right.

I dig this game, but the hefty time commitment keeps me from playing it all the time. Even if I spend 3-4 hours playing Mirror's Edge time trials, at least it feels like I could only play for 15mins.

With Valkyria Chronicles, you're playing for two hours, or not at all.
post #88 of 385
Thread Starter 
This game was put on the back burner for me. I've got 3 other games I've been playing. I wanted to wrap those up first before finishing this game up.
post #89 of 385
Quote:
Originally Posted by confidenceman View Post

^^^ Too right.

I dig this game, but the hefty time commitment keeps me from playing it all the time. Even if I spend 3-4 hours playing Mirror's Edge time trials, at least it feels like I could only play for 15mins.

With Valkyria Chronicles, you're playing for two hours, or not at all.

Agreed, it's a bit of a pain in that regard.
post #90 of 385
I haven't had any missions last more than one, maybe two hours...

MGS4 was worse with time committment - trigger a cutscene, and you might as well make some popcorn!
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