Valkyria Chronicles Question

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BloatedGuppy

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Feb 3, 2010
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Hey so, I picked up everyone's favorite Tanks n' Anime extravaganza on Steam the other day. After tinkering with it a bit and trying to get the WOEFUL keyboard interface to work, I switched to my game pad and found it significantly better (aside from the cludgy aiming, how DO you console people tolerate aiming with gamepads?).

I have a question though. So in this phased real time/turn based system they've established, where you sprint about and wobble your crosshairs over guys for shots, is there any kind of time pressure? I notice the enemy cheerfully fires at you during your turn, as do your own guys fire at the enemy during their turn. This feels a bit ass backwards in what is ostensibly a turn based strategy game, but I'd like to know how the rules apply to it. Is there a set amount of "return fire" per phase? Am I obligated to smash the end turn button as fast as possible to limit the amount of incoming return fire? Because it FEELS like the AI just sits there shooting at you forever, but it could just be lengthy fire animations.
 

Super Cyborg

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Jul 25, 2014
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There was a problem with the game where when you try to end a turn, the enemy could easily get a few shots on you. At first it's not too bad, but then later on it becomes a pain, and makes hard missions even harder. Worse part is that the opposite is not true, as you AI takes longer to start shooting.

I think they were trying to add another element to the game, that works and doesn't work. The animation is lengthy, but I think you get hit with at most 5 bullets if it's the ones that shoot fast. I think aiming was tolerable in this game, because when you get ready to aim, no one is shooting at you, so you don't need to be quick and precise. Need to play the game again soon, because I loved it despite those and a few other flaws.
 

BloatedGuppy

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Feb 3, 2010
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Super Cyborg said:
There was a problem with the game where when you try to end a turn, the enemy could easily get a few shots on you. At first it's not too bad, but then later on it becomes a pain, and makes hard missions even harder. Worse part is that the opposite is not true, as you AI takes longer to start shooting.

I think they were trying to add another element to the game, that works and doesn't work. The animation is lengthy, but I think you get hit with at most 5 bullets if it's the ones that shoot fast. I think aiming was tolerable in this game, because when you get ready to aim, no one is shooting at you, so you don't need to be quick and precise. Need to play the game again soon, because I loved it despite those and a few other flaws.
Alright so if I'm understanding this correctly, the AI does, in fact, take a bunch of freebie shots at you when you're in the end-turn phase? And it caps out at 5 hits? Is there any benefit to hitting "end turn" faster? Can you avoid some or all of those hits?
 

Super Cyborg

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Jul 25, 2014
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BloatedGuppy said:
Super Cyborg said:
There was a problem with the game where when you try to end a turn, the enemy could easily get a few shots on you. At first it's not too bad, but then later on it becomes a pain, and makes hard missions even harder. Worse part is that the opposite is not true, as you AI takes longer to start shooting.

I think they were trying to add another element to the game, that works and doesn't work. The animation is lengthy, but I think you get hit with at most 5 bullets if it's the ones that shoot fast. I think aiming was tolerable in this game, because when you get ready to aim, no one is shooting at you, so you don't need to be quick and precise. Need to play the game again soon, because I loved it despite those and a few other flaws.
Alright so if I'm understanding this correctly, the AI does, in fact, take a bunch of freebie shots at you when you're in the end-turn phase? And it caps out at 5 hits? Is there any benefit to hitting "end turn" faster? Can you avoid some or all of those hits?
I remember hitting it as fast as possible, and would still get hit. I think the problem is that when you end the turn, the enemy is going to start the shooting animation, which even when you end will bring it up, shoot, then go down for the whole animation. Not sure if it was 5, but the ones with the guns that shoot lots of bullets would shoot a number of times in that one animation, while the ones with rifles would only shoot a few. Unless there is a mod that fixes this issue (if it takes mods, which it probably doesn't), then you are left open to get a few shots afterwards.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Yeah, there's time pressure. Of a sort.

Enemies will continue to shoot at you for as long as you are active and in their line of sight. They have to pause for reloads, but beyond that I've never seen one stop shooting. (Note that snipers, both yours and the enemy's, do not take off-turn shots of opportunity, nor do they return fire. If you notice that the enemy AI loves to pick on your snipers, this is probably why, it's risk-free.)

And yes, you'll want to mash that end turn button as fast as humanly possible. Although note that you can still move after firing if you have the action points for it, so you may want to duck back into cover before ending turn.

Personally I gave up on the game before too long. I didn't mind the weird real-time elements so much, but the turn system just felt silly. Being able to give the one unit multiple turns within one round kind of stomps all over any sense of tactics. I'd clear entire positions with just one assault trooper, or get a couple of snipers in a good spot and just pop every threat from range.

Besides, that was a bit more anime than I was ready for. I mean, I expected some anime antics, but once the pig showed up I was pretty much done. Gameplay/cutscene ratio doesn't help.
 

Maximum Bert

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Feb 3, 2013
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Hmmm cant say I encountered or at least remembered encountering the return fire problem but I havent played on PC only PS3 (note havent played it in afew years so the problem is likely on PS3 as well and I just dont remember it affecting me much). Enemies wont ever stop firing at you if you just stand there in front of them however. There is no real rush unless you are walking/running around then depending on where you are and what you want to do you may be pressured timewise especially in some of the hard missions you can run, where a wrong turn or any dawdling will likely kill you.

Once you are looking down the sights you have all the time in the world, just make sure you finish them off. Loved this game second favourite ever for me even if the flying pig was a bit unneeded/stupid the majority of the characters, presentation and story was excellent Selvaria Bless is one of my favourite characters ever made. As for the anime do yourself a favour and give it a miss its pretty bad.
 

Tuesday Night Fever

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Jun 7, 2011
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So, as others have mentioned, there is a bit of time pressure. Whenever one of your soldiers is active and moving around, any enemy that spots that soldier will open fire (except for Snipers and Lancers). They'll continuously fire, pausing only to reload, until either you go into aiming mode or end your turn. If you go into aiming mode and fire, but the enemy survives, the enemy will return fire with a single burst (and then go back to firing at you indefinitely when you go back to movement mode until you end turn). If there are multiple enemies in close proximity, they may all fire.

When you're moving your forces around, it's best to move from cover to cover. If you can flank an enemy and hit them from the side or rear, all the better. If you can't hit them from a flank and there's no cover, you can use your tank(s) as a protective wall and/or their smoke canister rounds to obscure the enemy's vision of your movements.

Sadly, your soldiers aren't as good at reaction fire as theirs are. Your soldiers will only fire a single burst per enemy movement phase (though they will fire again if the AI chooses to attempt moving that until again with another command point). The good news is that typically the enemy will immediately go into firing mode or end turn whenever it happens, though. So if you use a long-range unit like a Scout defensively, they can often engage moving enemy Shock Troopers from well outside the Shock Trooper's range. The Scout will get in a few free hits, and the Shock Trooper's movement will be cut drastically short with them unable to really do much damage in return.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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inu-kun said:
Zhukov said:
Personally I gave up on the game before too long. I didn't mind the weird real-time elements so much, but the turn system just felt silly. Being able to give the one unit multiple turns within one round kind of stomps all over any sense of tactics. I'd clear entire positions with just one assault trooper, or get a couple of snipers in a good spot and just pop every threat from range.
As opposed to Xcom's turn battle?
Not sure which Xcom game you're referring to or what it has to do with anything. As far as I recall, they all use standard turn systems where each soldier can perform as many actions within a turn as their action points allow.

Not to mention that there is a penalty, that your move radius decreases exponantally, so unless the assault trooper is completely surrounded he'll might be able to kill a couple of enemies until he becomes too far to hit them.
Oh, there's a movement penalty, but it barely does shit. You can still move a fair distance. More importantly, giving a unit extra turns still lets them fire again. Miss that first burst? So what, just take another turn and fire again. And again. And again. And again. Tactics!

Ditto for snipers, unless you get a wide open terrain their severely limited in picking off enemies and have a limited ammo to boot.
Like I said, "in a good spot". They weren't hard to find. Hell, the game puts in watchtowers and such for that exact purpose. And then gives you a little hint about them.
 
Sep 9, 2007
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BloatedGuppy said:
I have a question though. So in this phased real time/turn based system they've established, where you sprint about and wobble your crosshairs over guys for shots, is there any kind of time pressure? I notice the enemy cheerfully fires at you during your turn, as do your own guys fire at the enemy during their turn. This feels a bit ass backwards in what is ostensibly a turn based strategy game, but I'd like to know how the rules apply to it. Is there a set amount of "return fire" per phase? Am I obligated to smash the end turn button as fast as possible to limit the amount of incoming return fire? Because it FEELS like the AI just sits there shooting at you forever, but it could just be lengthy fire animations.
There's no set duration for intercept fire. If you're in line of sight of an enemy, they'll keep firing at you so long as you're still in range. The only time they stop firing is if you switch to aiming mode, move out of the range of their gun or you leave their line of sight.
 

joest01

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Apr 15, 2009
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I always tried to use it to my benefit. You can get them to face in the direction of a lancer for example who will easily tank the bullets. And then run up with a scout or shocktrooper behind them and shoot them in the back :)

Also, a good way to have some fun in VC is to play through the Selvaria DLC. Unlock the Ruhm. Give it to Rosie. And position her were she has a nice view of the battlefield. It puts the game on auto pilot :)
 

Ushiromiya Battler

Oddly satisfied
Feb 7, 2010
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Are you playing on 60fps or higher?
It slightly speeds up the game which means soldiers and tanks can easily get in a few shots on you.
Going up hill on tanks also drains more movement.

If you play on 30fps they wont get nearly as many shots off at you.