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Final-Fan said:

Couldn't disagree more about tanks.

Tank vs. tank is foolish if you have a lancer that can do the job, but mortars are another story. Ridiculously good for taking out multiple soldiers behind sandbags.

Plus on defense it can just sit there mowing down enemies that try to run past.

[edit:  on second thought, I think that "couldn't disagree more" is pretty exaggerated.  I think I just gave the phrase "specific tactical purposes" too narrow an interpretation -- most of the time you'll use troops rather than tanks. 

[Also, that "if" in the "if a lancer" is extremely key.  Plenty of times a lancer would get slaughtered while a tank can just roll on in.  I know you guys surely know this but I had to clarify.]

[edit2:  P.S.  You think snipers are bad?  What about lancers?  You can't trust them to be more than like ten feet away from the target and still hit, at low levels. 

[And I LOVE engineers, I don't know what you're talking about.  They're almost as mobile as scouts, resupply all their lovely grenades, clear whole minefields, repair my tank to let it keep soaking damage ... and then repair the sandbags I just blew to hell so my guys can hide behind them.]

Note post contain some spoiler for mission content:

Lancer accuracy is very bad, but unlike Sniper, you need them for boss fight. The 2 CP spend on a tank is just too much when facing enemy tank / boss with an intend on getting an 'A' score. (Eg, the Jaiger fight, the fight against the Super tank taking out those mini turrent, the radiator etc.)

Tanks have their role, but to score an 'A' the only time you generally even consider using a tank is to take damage (ie specific tactical purpose :P) because CP management can be essential for a 1-3 turn wins. (Ie using grenade instead of mortor to save CP etc.).

Defense for tank doesn't require using CP, the only time you use the CP is to move the tank in position (once against tactical purpose!).

So yea, your edit is correct, tactical use of the tank is great. But its is too much of a utility unit for you to maximise the CP usage (this is the same with engineer).

As for your edit 2, Sniper is great once you level them up to elite, especially Marina Wulfstan who is a beast once she gets her late game accuracy upgrade.

Engineer however are less appealing in late game because to score an A, you essentialy need you to maximise the usage of each CP which means specialisation: the speed and mobility of the Scouts and the fire power of Lancers / Assault for unit and vehicle take down respectively.

There are 1-2 scenario where a sniper is also preferred, such shooting Selvaria in the back on the last encounter (bait her with an awaken Rosie or Vyse). Utility unit simply don't make much sense when you're trying to squeeze every CP for all its worth in these scenario.

The only unit with issue for ammo is probably the Lancer and this is where you're meant to use Awaken and a lancer that can restock ammo such as Hector. Landmine can almost always be avoided, so the only thing they're generally used for is repairing tank and I rarely if ever get into a situation where my tank needs repairing in a mission unless some lucky shot blows my tread.

Perhaps its also a playstyle, I'm too much of a rush nut in this game, and most of my time is spent thinking on how to get the most firepower out of the least amount of CP, I rarely consider defense or fighting defensively so Engineer and Sniper simply do not have much use and I cringe each time I must use a tank because I think thats 2 CP I can use to awaken Alicia and walk her to the enemy spawn point and THEN capture it.

Come to think of it, its probably IS me. I'm an obssessive CP control freak!