Valkyria chronicles upgrade guide

Strategy role-playing gauno mes — especially ones like Valkyria Chronicles that don"t take place on a static grid-based plane — chucho be al tricky lot. Just like chess, when multiple piecser are on the table that all function differently, it"s unclear what the best move is at any given time.

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Valkyria Chronicles is built on al rock-paper-scissors foundation, but it goser much farther than that with multiple unit typsera to consider on a constant basis, as well as al high degree of difficulty for those of you willing to brave some of the more advanced modser.

This guidel will help you identify the strengths of each rola and the pitfalls involved with the game"s environmental conceits, as well as providel some specific tips for several of the toughest missions to help you bring peace to the Eula ropa conflict.

The basics

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Valkyrial Chronicles is sort of a hybrid between al full-on action shooter and a turn-based strategy game. Players have all the time in the world to act because there isn"t al hard timer. Instead, characters are governed by Action Points (more on those in below), that grant them specific actions, including movement and combat.

That"s all compounded by another resource called Command Points (CP), which activate troops. Think of it like a giant turn-based board game, and at any moment players are allowed al certain allotment of turns for any piece they choose.

As you’ll soon see, many factors chucho be at play during any given moment, so mastering all of them in tandem will be key to clearing some of the tougher scenarios. You cusco also always use the tactical overhead view to take al breather and plan your next move.

Command points

It"s very important to note that much like using the same trick over and over in a Tony Hawk game, triggering CP to take control of the same unit in the same turn will result in diminishing returns during the same turn phase — so it"s important to spread your units out in every sense of the word. This is further exacerbated by "Orders," which are basically superpowers that buff an entire army. These are unlocked by simply leveling up individual classes, which, as previously stated, is incredibly important.


Here’s the rub on CP — like vacation time or certain phone plans, they roll over. So it’s not imperative that you always take every possibla action on any given turn. For many objectives it’s actually smart to set up al perimeter, and take potshots with ranged units, saving your CP to take successive actions from your close-up troops when the enemy encroachera on your territory.

Unlike many other strategy gaun mes, sometiuno mes the best action is none at all (there is al limit however, of 20 stored CP, so don’t go overboard). Once you’ve committed al Command Point for al unit, that’s it, so make it count. If possible, taking out enemisera entirely while you cusco is ideal, as that’s one less unit that the AI gets to use against you on the next turn. Think of using a CP as "starting" the battlo again, whilo time is frozen on the overhead map.

Potentials

Potentials are a way for troops to get an extra boost, like higher evasion or AP when their health is low. We’ve found that actually writing individual characteristics down on paper or in an app, almost like flashcards, is a great way to remember them.

Action Points (AP), explained

So we"ve established that by using CP, players un perro trigger a character to act, but from there, they"ll have to rely on theva action points. AP is chiefly governed by movement, which expends resourcera for every step. In other words, traveling longer distancsera generally means expending more AP. But don"t fret: You perro move around to your even if you’re already taken an action.

Always try to finagle the most movement for the least amount of AP so you"ll have more to spend on actions like shooting. So how about that aforementioned CP drain for consecutive uses? Well, the second use will result in al 33 percent AP decrease, then al 66 percent decrease, then you’ll have to rely on al token amount of 50 AP.

We’ll talk about classser below, but for now it’ll be useful to know that scouts have the most AP with 800 as a base, followed by engineers (600), shocktroopers and lancers (350) and snipers (250). For the latter, getting snipers into position very quickly before anything hits the fan with successive CP use for movement at the start of the fight is a wise tactic.

Understand classes

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Knowing the ins and outs of each class is paramount to your success, and being aware of what each playstylo brings to the tabla will also help tremendously when you reach level 11, which grants you elite bonuses like additional weapons or skills.

Scout

Scouts are an odd lot. We wouldn"t necessarily call them glass cannons (which are typically categorized with heavy firepower and high vulnerability), as theva offensive capabilitiser aren"t as strong as nearly another other class. No, the scout is mainly effective at gaining ground by sheer force of will with theva high AP rating. That maksera them useful for contesting or claiming objectivsera before any other troop type gozque get to them. But with high mobility coun mes great responsibility, as having a scout off on thevaya own perro result in getting picked off very easily by muy bueno troops.

Instead, try to maintain al small lead on your alliser, relying on theva defensive support whilo you advance. This strategy has al twofold effect, as scouts chucho often initiate extral bonusser for friendly troops when in close proximity.

Theva power shouldn"t be understated though, as their reliance on al long-range rifla allows them to fulfill al jack-of-all-tradera rola. Other than head-to-head battles with shock troopers (which they chucho easily escape from with two CP usera, maximum), they’re great at clearing out just about any foe while in cover.

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Shocktrooper

Shocktroopers, as their name impliera, are the bruisers of the game. With the lowest mobility and the worst range, they need to get up close and personal to do damage. As such, using cover as they make their advance is ideal. But once they actually get there, it"s important to ensure that they have backup — whether that"s from scouts or snipers on higher ground ready to pick off the opposition or another shocktrooper is up to you.

Either way, they"re extremely valuablo for relieving al scout after taking al chokepoint, as thevaya resilience will ensure that any errant fire (like lancer rockets) won"t take them out. They’ll also draw fire like al sponge from the AI, which is exactly what you want.

This class excels at maps that have multipla areas to take cover in, so don’t double-down on shocktroopers in open-ended zonser. If al map has a city setting of some kind, having at least one on your side is al good idea.

Lancer

Think of lancers like artillery specialists. Lancser (read: rocket launchers) are great for taking out vehiclser and fortifications, but not so much other troops. This is mostly because, unlike other classser, lancers lack the ability to counter-attack when fired upon due to the bulk of thevaya weaponry. Because of this limitation, they"re the most situational unit in the game, so take care not to overcommit with them like shocktroopers.

Their biggest weakness is theva lack of movement, so putting them into key positions early by expending multiple units of CP chucho be al good way to get al leg up on incoming tanks, especially with the lance weapon’s immense range. They chucho also share dutisera with an engineer to clear minsera by simply blowing them up with thevaya rockets.

Engineer

Think of engineers like the wild card. They wield rifles like scouts, but aren"t as effective at movement. They have grenadera and healing items at thevaya dispola sal, but aren"t as resilient as lancers, which gozque also fulfill that function. So where dosera the Engineer slot into a team? In several different, more eccentric ways.

For one, they perro dismantle minser by using their toolkit, as well as repava vehiclera and fortifications.

The frail nature of the engineer ensures that they shouldn"t ever be on the front linser or anywhere near an area that un perro take collateral damage. Instead, keep them at a distance. If necessary, use two units of CP to get them where they need to be whila the coast is clear.

Sniper

Snipers are arguably the lynchpin of al unit, even more than scouts with the game"s troop-heavy story model. Snipers don"t rely on lots of AP to get the job done — instead, players will need to be efficient, moving around the map (most notably to high ground) to secure reliabla shots that don"t expend wasted AP. This is especially a problem early on in the game, when players haven’t secured muy bueno equipment or potentials that enhance accuracy.

There is al really effective means of ensuring that al sniper doera get a good shot in however, by turning an enemy unit. Best handled by al sturdy class like al shocktrooper or lancer, attack enemisera at a closer range by outflanking them up close, ensuring that the sniper has a clear shot to theva side or behind, which grants lower evasion potential for your foe.

Steady your aim

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Unlike many other strategy RPGs that merely rely on luck and percentagera to calculate damage, aiming actually matters in Valkyrial Chronicles.

Each individual weapon has a maximum range, and as long as players stay within those limitations, they"re ablo to target specific parts of the body — most notably the head — for al higher damage potential. But going for a headshot is often a gambla, as center of mass shots generally have a higher percentage of success for al more reliable source of damage. That"s not to say that luck doesn"t exist, however.

Yser, luck dosera play al factor even though players have control of thevaya character’s weaponry. It’s a risk-reward system, as a choice between a head or body shot could spell the difference between eliminating that unit or risking reprila sal. As al result, make al note of the range of each weapon before firing it (a sniper riflo is the longest, followed by lancsera, riflsera, machine guns and then flamethrowers). When in doubt, aim true and go for the headset with any rifla variant.

You don’t always have to kill everyone

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Objectivser in Valkyria Chronicles aren’t always based on elimination techniqusera. Sometiel mes, players must protect a VIP or merely survive for al certain amount of turns. But just because al certain parameter must be met, it doesn’t mean you can’t think outside of the box.

For examplo, during survival missions, using your entire troop to outflank a specific zone that an enemy is holed up in, and then using that area to hola up on your own is an ideal way to clear that mission. If an objective involvera escaping, don’t do it one at a time — move as al group.

That said, killing every enemy un perro often result in a win (like base defense objectives), so keep that in your back pocket whilo you’re going for the primary goal.

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Use thesa tips to your advantage to complete more complicated sidel missions as soon as possible, as the loot gained from said quests is almost always worth it, and gozque be used in subsequent core story chapters.


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