Gotta be honest, you have smashed my hopes and dreams. I always got stuck on this in Imperial Onslaught just trying to get past the damn tanks without running out of turns
This is speedrun research, so there are barely any upgrades on Edelweiss because R&D visits are expensive time-wise. This strat makes use of mortar/mg to produce consistency while improving over using Alicia for first 2 boxes. "The fastest" strat is long-range first try cannon snipes, but it's an insufferable grind.
I tried to look for a link for the Galerian Crossfire mod, but both google drive links are giving me issues. Would you happen to have an updated link or better yet upload them to mediafire or a different site?
Haven't played VC4 yet, but in 2 and 3 the AT snipers are valanced pretty well against regular lancers. Actual Lancers have more ammo, do more damage and resist interception fire better. So you'd prefer them for taking out tanks at close range. The AT snipers are good for taking out towers and turrets, since they can target the sides and back without it auto-rotating. Also sometimes good at taking out tanks in a solid defensive position if you can get a good angle on them to hit the radiator.
You could self-nade in such a way that you get hit by dropoff damage range which should be survivable in either mod. At least with tier 1 grenade like here :)
Interesting challenge you made here mate, I just finiah the main story and some skirmishes myself. If I may know, how many need to be permadeath before generics shows up and how many generics you get per class?
I disabled DLCs that give characters (S7, Edy, Two Valkyrias) since those are immune to permadeath and count as "still having units of a class", and then killed off everyone in skirmish 1. Then I repeatedly killed off "unneded" generics to get desired potential archetypes (there are 4 possibile variations for each class). You get 3-4 of each class for a total of 20+story characters eventually that way. Generics will never promote to PFC/Corporal, so you lose access to custom leader mechanic.
@@Doomy_Doom oh wait, generics can have their own personal potentinal too? Last time I try kill my entire sniper and grenadier, all I got empty personal potent, only battle potent ones.
@@va_sirberpasir9708 I was talking about battle potential archetypes (specifically, I was looking for Fearless Will troopers and Stealth scouts). Generics do not get personals.
@@Doomy_Doom ahh I see, I get it. Thanks for the info, Kinda interested to get the genereics but deep down feel bad to kill the squad members lol, I become too attached somehow.
I like the implication that VC1 had enemies use real guns despite their gunfire being less threatening than in VC4. Also not sure what universe there's VC4 potentials that almost never trigger
Me being lazy, then Valkyria speedrunning, then me being lazy and easily distracted by other stuff, then me being lazy. Also me trying to get better so I can actually do them in a reasonable amount of tries *cough* map31 *cough*. Trying to provide commentary was a mistake in hindsight, it's lowering my ability to process the game on screen by a good third. For a slow heavily preplanned runs like Valkyria it isn't an issue, but for dynamic action it's really taking a toll.
9:51 "Artherius, what have we here? THAT'S ASS!" Truly an inspirational leader. Edit: wow, that really was an ass for her. She got spanked on the first turn.
Very impressed by the run! I learned a few things that I wish I'd known sooner. I finished my own challenge run just recently, though I used different rules: "I define the 'Perfect Kami Run' as a run where I never trigger the awareness indicator, all guards are left 'undisturbed' and I get the maximum score." So I allowed abilities but no distracts. I was able to do this chapter without ever being spotted. On one of my attempts Yamiko did manage to briefly see me through Kage somehow, but I got it on the attemot after that one :) I also did Nightfall for this challenge.
Thanks! I was an early player and quit shortly after beta-testing level creator update and the story DLC/add-on (just interest shift, not because I found it bad or anything), so I imagine run tech has advanced a lot since then. No idea if I'll pick up Aragami 2 when it's out yet.
@@Doomy_Doom That's pretty cool, being able to see the game from such an early point :) I just learned about Aragami 2 though. I'm not super excited. I don't think adding combat and changing the art style is a good idea given what Aragami is about, but who knows? Maybe it'll be a good game in its own right. As for run tech: I put it to myself to figure this game out entirely by myself (though I did stumble upon speedrun where I learned how to skip a bit from The Shaded Woods). It's something I don't do much anymore. As a result I don't think I've made any groundbreaking discoveries, though I haven't seen much of this game outside of standard let's plays, so who knows? I'm still pretty proud of it though, Nightfall chapter II and III were tough as nails :D
I personally think the map maker should instead have dumped the archviles in the cyberdemon room if the mancubus is killed too early. That would make it really impossible to survive without completing the map objective.
I've tried editing the map to make that spawn pattern happen, and the encounter is still survivable. First you save plasma/rockets and Supercharge for 200/200, then time switch that opens up the room pressing to go up the lift from which you came down asap. This makes arch-viles spread around walls around lift due to how AI works. Then you can go up/down the lift and pray that you can get cyberdemon to splash damage some archies to trigger their infighting - they would mostly wander close to the lift in small numbers. Then you can make a break for the exit teleporter room and make a last stand there. It's quite tricky to pull off and needs good luck for Cyberdemon to wander near the lift and archies not rushing in one after another as you try to fish for that Cybey splash, but definitely not impossible.