![]() Potential Effects and Activation Requirements were also changed overall. Some Potentials were changed into a trade-off (for example, "Double Movement" became the "Second Wind" Potential which restores your AP on top of your HP when you use your Ragnaid). Example Potentials: Resist Crossfire, Invincible, Phoenix, Double Movement. Certain Potentials and Orders have been removed or changed. Tank parts are smaller and give a higher bonus. Tank parts have been changed to HP (body and tread), DEF (body and tread), Radiator, Accuracy and AP. Edelweiss last weapon upgrade also increases its power and not just its range. Changed to be similar to VC2 and VC3 where killing a tank with a Scout is harder. Enemy tanks' radiator resistance has been increased. Some rifles are Scout-only or Engineer-only now. Engineers get their own anti-tank grenades upgrades. The "Aim" stat is now truer to the aiming reticle. Another example is with the Flamethrower skill trees being changed to "Anti-Infantry" and "Anti-Tank". For example, Sniper Rifles now have the skill trees "Anti-Infantry", "Anti-Tank", "Interception". The R&D has been revamped for several weapons to get rid of useless skill trees. Both Anti-Infantry and Anti-Tank mines do more damage. Enemy weapon stats have been changed dramatically across the board. ![]() As an example accuracy has been increased for most weapons to create less early-game frustration such as Lancers missing from point blank range. Most weapon stats have been changed overall. Most enemies now use black armor, while aces retain their red armor purely aesthetic to make it easy to know that the mod is active. Enemy aces and bosses also have modified stats. Certain enemy units had their vsArmor statistic increased to damage your tanks with their interception fire (For example the Marberry turrets). Lancers can walk on a few mines, but can no longer clear a whole minefield by themselves. Blast Armor (Lancer Armor) damage reduction to explosions has been reduced. Shocktroopers have a wider interception radius. Snipers have a small interception radius and turn more slowly than other units to face you when preparing to fire. Snipers and Anti-Tank Cannons can now fire interception rounds. Musaad, Lynn, Audrey, Knute and Emile are no longer hidden characters and can be added to the squad like anyone else. The number of CPs you get per mission has been changed accordingly to make up for this. Alicia, Rosie and Largo are no longer leaders with an auto-assigned CP bonus. All infantry got an AP increase except for Scouts and Engineers. Defense bonus from crawling is changed to be the same as crouching. Defense bonus from camps has been increased. Damage reduction from evading has been reduced. ![]() As another example, it was x2.5 in VC2 & VC3. Critical (headshot) damage multiplier has been reduced to x2 damage. Before, enemies had pretty poor stats overall compared to Squad 7. Enemy stats have been increased so that their stats would be close to Squad 7 units at the same level. Edy Squad Skirmishes don't give any EXP/DCT reward anymore to prevent early-game grinding exploits and the weapons earned have been heavily altered. Overall if you A rank and kill all enemies, 50% of the reward is from the base cash/exp bonus, 25% is from the mission rank, and 25% is from killing key targets. Rewarded cash and experience bonuses have also been changed. A-Rank turn requirements have been changed accordingly due to the rebalance. OR AT THE VERY LEAST DO NOT LET ALICIA DIE BEFORE CHAPTER 8A This is not fully comprehensive to add to some element of newness for when you fire it up for the first time.ĪLWAYS KEEP ALICIA, ROSIE & LARGO IN THE SQUAD
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |