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.
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.