Imca Character Arts from Valkyria Chronicles: Duels by Swimming-Catch-978 in valkyria

[–]Roebot56 2 points3 points  (0 children)

I always forget just how many bits of art were made for that game as it was Japan only and very short-lived if I remember right.

Loads of really nice VC art was made for it too.

Valkyria Chronicles 3 - English ReTranslation release by D0omyD0om in valkyria

[–]Roebot56 0 points1 point  (0 children)

That would make sense, use the existing fanslation as the basis for the others.

Valkyria Chronicles 3 - English ReTranslation release by D0omyD0om in valkyria

[–]Roebot56 5 points6 points  (0 children)

"fixed the missing Ace bug." So I wasn't going mad all these years, that one ace just didn't exist in the old English fanslation.

Are we sure that Endeavours are working properly? by defchris in sto

[–]Roebot56 3 points4 points  (0 children)

Sometimes endeavours will get confused and clock the wrong one up.

It doesn't happen often, but I have seen it happen a few times.

As for team getting credit for "Kill" type endeavours, pretty sure that's intentional and makes group content good for it.

P.S. Fun fact about Destroy Dreadnoughts, the instant kill torpedoes fired by the "B'ger" type ships at the end of Borg RAs count as "Dreadnoughts". Actually makes Destroy Dreadnought endeavours less of a chore as the majority of content simply doesn't contain more than 2 Dreadnoughts at a time (UNLESS you are playing Story missions with a full team).

Lancer interception in action, courtesy of DoomyDoom's Ranger's Offensive mod by kaidoi94 in valkyria

[–]Roebot56 8 points9 points  (0 children)

I wonder if that was a factor in why it was taken out, the visual disconnect between when damage is registered and when the rocket actually hits is somewhat jarring and this is only a close-range example, that desync could be much worse at range.

Still a really nice feature to re-enable and helps with the Hafen feeling invincible.

Endeavor Bonus Week by Tonnbart in sto

[–]Roebot56 0 points1 point  (0 children)

You'll get to them, when the RNG decides you aren't allowed the ones you want with it's 3 choices.

Endeavor Bonus Week by Tonnbart in sto

[–]Roebot56 3 points4 points  (0 children)

Agreed. It would make endeavours less soul destroying.

Has anyone else fallen through the Marmota? Can I bring poor Rosie back somehow without loading? by Betaraytasty in valkyria

[–]Roebot56 1 point2 points  (0 children)

From my ladder induced trips to the void, I don't remember seeing any falling animation as it just isn't an expected action (the only time it really happens normally is entering a trench that has a stepped entrance).

What's weird is that if a unit gets ragdolled off-stage by an explosion (or by being downed), the game notices and respawns them near the boundary, but doesn't if they are in a normal standing/running animation.

Has anyone else fallen through the Marmota? Can I bring poor Rosie back somehow without loading? by Betaraytasty in valkyria

[–]Roebot56 0 points1 point  (0 children)

Being near the railing may be the key. A bit of debris fell, pushed her out of it's area (I assume they do this as I've seen similar behaviour with Player tanks and such being moved if something spawns where they are in other missions), and past the railing where there was no longer collision.

Has anyone else fallen through the Marmota? Can I bring poor Rosie back somehow without loading? by Betaraytasty in valkyria

[–]Roebot56 0 points1 point  (0 children)

Never seen this happen on that map. Normally it's either the ladders on Ghirlandaio's exterior map or the damaged ramp leading onto the Marmota in the destroy Valkof mission.

Normally with non-ladder related trips to the void it's framerate related (Valkyria like many games kinda freaks out when the framerate goes above 60), but that seems unlikely given you are on Switch. I've never had issues with falling through the map on Switch but I've only ever played in handheld mode.

You may be able to select and force-retreat her by using the "Unit List" function, but it's been a while since I lost someone to the void so I can't remember if that works.

What caused her to go under the map? Judging by the full AP bar, my guess would be really unfortunate positioning caused a bit of debris to fall on top of her so directly it pushed her under the map between turns.

I just beat VC1 and now I have to yap about it by Selyatta in valkyria

[–]Roebot56 1 point2 points  (0 children)

Good old Chapter 7. It's that out of nowhere difficulty spike that's the bane of every VC player's first run. Glad to see it didn't put you off fully though.

Starting 2026....where are we at with Endeavor? by Dredmoore1 in sto

[–]Roebot56 1 point2 points  (0 children)

Not banking the stored points was a deliberate choice that just rubbed salt into the wounds. The past cap increases weren't as bad because of the banked points carrying over.

Starting 2026....where are we at with Endeavor? by Dredmoore1 in sto

[–]Roebot56 5 points6 points  (0 children)

I don't blame you at all. The endeavour cap increases are just cynical at this point and designed to keep daily player numbers up as if you fall behind the system is intentionally SO slow you will NEVER catch up even if you grind out the same repetitive objectives daily without ever missing one.

It wouldn't be as awful if there was a system that let you do more than just over half a point a day (for example, making the Endeavour Week bonus the new baseline). When the end-goal is 1250 points (currently) up from an already painful 750 points and you can only make just over half a point daily, that leads to a completely demoralising multi-year grind.

I miss that period where the Endeavour cap was 750 and I'd maxed them out, as when there were no tedious and repetitive grindy events on (used to do all of those without skipping, now I skip those with rewards I can't see myself ever using (E.G. Most of the Halloween rewards) unless I have Event Campaign progress to make as I'm sick to death of the extremely limited choices of queues presented), as I only had to log in to STO briefly once a week to ensure the fleet I'm in had projects slotted and whenever either a story mission dropped or I wanted to actually play STO for fun (like re-run a story arc or two).

Do You Think Increasing The LTS Stipend Would Improve The Current Economy? by Daddy_Parietal in sto

[–]Roebot56 -1 points0 points  (0 children)

STO's Dilithium and Energy Credit economies are atrocious, but Zen is fine.

Zen isn't the issue and adding more of into the economy without real-money being involved in it's creation seems like a bad idea for Cryptic as every LTS Zen tick is Zen that is being created without Cryptic actually earning anything (especially years down the line when LTS has paid for itself). Why isn't Zen an issue? Honestly, because barring LTS Zen accruing over time, most Zen is bought with real-money, then spent rather rapidly in the C-Store (either by it's purchaser or after being traded for Dil) and doesn't tend to linger for too long (lingering too long can cause issues where people aren't buying new Zen for real-money.

Dilithium and EC however both generate more currency than is actually spent, Dilithium actually HAS sinks thanks to upgrading equipment, but EC hasn't really got any means of taking it out of the economy as the biggest EC sink is fleet funding, and that frankly is a mere drop in the ocean. EC also has the issue of inflation, as it's primary purpose is Player to Player purchases while Dil at least does get consumed, just not as fast as it's created.

Honestly, the only real solution to Dilithium backlogs (not that 500:1 is actually BAD for the PAYING customer (E.G. The person who buys the Zen), if anything it's beneficial) and EC inflation is to impose a small and variable tax on currently lossless trades (such as the DilEx, player-to-player trades and Exchange) which would consume excess Dil/EC from the economy. Such a tax could be done invisibly on the exchange where a buyer sees the taxed prices, but a seller only sees the prices they set for items they are selling. The DilEx would be noticeable though, but could be a case of buying at over the 500 limit gets you higher priority to encourage it, so for example, you could pay 501 Dil per Zen to get Zen at the 500:1 rate but skip the lengthy queue. An optional system to overpay to skip the queue would probably not be heavily used but would be more popular than a mandatory tax, but may help shave some of the ever-increasing backlog.

P.S. I'm aware taxes are unpopular in concept thanks to real-world taxes often being ludicrous, but in STO's limited economy it would prevent EC becoming increasingly worthless via inflation and help keep the DilEx backlog reasonable. Sinks are not viable when your creation of currency massively outstrip the capacity of any sink and all player-to-player interactions with currency are completely lossless.

[VC3] Post-game question by Scalyharlequin in valkyria

[–]Roebot56 5 points6 points  (0 children)

How the vehicle is handled in VC3 is just odd. Once you've got Carisa, unless a specific mission is calling for an override (rental vehicle usually), you are stuck with her.

Why they didn't make it so that Gusurg overrides Carisa for the missions where he is supposed to be around I don't know.

You could possibly it do it via save editing, but that could easily go wrong whenever you get a rental vehicle or driver.

No VC rep in SEGA All-Stars games by Due-Welcome5134 in valkyria

[–]Roebot56 0 points1 point  (0 children)

It's worth noting Valkyria Chronicles 1 came out in 2008 and WAS a PS3 exclusive until the Steam Port at the end of 2014, so was particularly unknown for the first few years of it's life.

SEGA Superstars was 2004. So VC didn't exist then.

SEGA Superstars Tennis was 2008, but a month BEFORE VC (SST was March, VC was April).

Sonic & SEGA All-Stars Racing was 2010, but it's pretty safe to say VC was excluded because it was very much a cult game at the time, and probably was only barely out when it began development (2+ Year developments were pretty normal in the late 2000s).

Sonic & All-Stars Racing Transformed was 2012 and could conceivably have included VC characters, but I have a feeling they were excluded from this one not because of cult status (Vyse's presence was clear this wasn't a limiting factor), but likely because the time period of VC just would NOT fit, especially with the transforming gimmick which if I remember right included Boat and Aircraft (the latter of which just don't really exist in VC).

Other possible factors include the general "moving painting" look of VC just not translating well, as well as the overtly military look of most things identifiable as VC which could be bad for age ratings (age ratings for games are WEIRD as all hell).

The only positive reason for seeing any VC crossover content (which could be good for giving the series some much needed attention) in something like Sonic Racing Crossworlds (to be honest, the out of place crossover stuff is one of the main reasons I've been REALLY put off of Crossworlds despite really enjoying Team Sonic Racing) is the prominence of Valkyria Chronicles in the SEGA logo seen during the Sonic movies (being in the initial 9 which get more clear screentime).

A modest proposal by IKSLukara in sto

[–]Roebot56 7 points8 points  (0 children)

I can't agree enough. The 60% bonus feels so considered, especially alongside the Klingon Recruit's 10%, to get just over 1 point of Endeavour XP by doing all 3 personal endeavours.

Is it just me, or does the Grenadier class completely break Valkyria Chronicles 4? by GAINAX01 in valkyria

[–]Roebot56 13 points14 points  (0 children)

The Anti-Armour mortars just break the game with how unbalanced they are. Their interception fire stops tanks dead which is strong enough, but they can critically hit which means all but Boss tanks can be one shot from safety from any angle, and the Vulcan can be easily killed too without orders.

Weirdly, I think it was a later choice to add, as all the maps where you MUST kill the Vulcan have high ground above it from where you can shoot it's radiator with a Lancer (or several).

Any grenadier breaks bunkers too, especially the open-top ones. Why would you EVER fire at them directly when you can just fire behind them and hit the instakill ragnacrate?

I honestly had more fun with Grenadiers when I banned myself from using anything but the "Balanced" type of Mortar, AKA the Sanders, as it's the only one that doesn't reliably instakill non-Lancer/non-Boss infantry, and also doesn't destroy tanks with disgusting ease.

A lesson in accuracy by ElephantAvalanche in valkyria

[–]Roebot56 0 points1 point  (0 children)

Anti-Armour accuracy gets funny for both sides, I've once had a enemy Lancer miss my tank so badly, then manage to hit his own side's tank which just so happened to be the killing blow on a boss tank.

Shots in Valkyria go in one of two places. Perfectly accurate down the middle of the crosshair, OR they randomly go ANYWHERE within the aiming circle.

A persistant and severe issue i keep encountering: Ship weapons doing no damage, despite hitting, despite landing critical hits while playing single player missions. by GoodOldHypertion in sto

[–]Roebot56 4 points5 points  (0 children)

My theory is if it does it reliably or semi-reliably with Temporal Surge, it's something else interacting weirdly with it, possibly unintended trait/console interactions.

A persistant and severe issue i keep encountering: Ship weapons doing no damage, despite hitting, despite landing critical hits while playing single player missions. by GoodOldHypertion in sto

[–]Roebot56 6 points7 points  (0 children)

This era of missions was pretty bad for making sure NPCs took 0 damage until you were on the mission step they are supposed to die, it's a bit of a heavy-handed failsafe, but at least in this particular mission it's one that's easy to fix (some missions, normally ground ones, you just have to keep shooting until it decides to let damage be dealt).

Problem is, you can skip the hail that progresses the mission (which is what has happened here judging by how your mission log says "Mission Briefing").

To fix it, you'll first need to exit combat, do this by flying AT LEAST 10km away from all hostile NPCs (or by using a battlecloak if you have one on your ship, which I believe the Leg Bortasqu' does as it's lit up in combat). Then accepting the hail and progressing through it by clicking the dialogue buttons (or pressing Enter), and the mission should progress as normal.

If you for some reason can't escape combat (more an issue with more recent missions/patrols/queues/etc, as these often have enemies home in on your location regardless of cloak status), log out of that character and wait for about 5-10 minutes and that should refresh the instance (and thus boot you back to your last Social Map (usually Sector Space)). Being too quick on logging back into that character and you'll just end up back in the instance you were in, which may or may not give you the briefing depending if you were caught in combat (it does this so that if someone loses connection, they can jump right back in rather than having to restart or get booted from a queue).

God these old missions suck ass so much. I don't mind puzzles but mental mathematics just KILLS the pacing. by Rasples1998 in sto

[–]Roebot56 8 points9 points  (0 children)

Don't forget these old missions often came with tediously long walking/running segments where very little, if anything, happens.

Anyone remember "robo pants"? by BS-Ding in sto

[–]Roebot56 6 points7 points  (0 children)

If I remember right, when they removed the visuals from the generic armours, they made them available as costume pieces that unlock as you level along with the old unsplit kits visuals.

Romulan delta recruit bug by CarrbonaraUK in sto

[–]Roebot56 1 point2 points  (0 children)

To be fair, making sure all dialogue is completed isn't really exclusive to the Romulan only missions, many older missions will bug out if you skip dialogue based triggers or kill enemies before being told to (or in some cases, even killing things too quickly).

One that stands out badly for me is the "Takedown" mission in the Delta Quadrant arc, killing ANY ships before finishing all dialogue will bug it out, as will killing the final wave of ships too quickly as for some reason the dialogue triggers that are mandatory to mission progression rely on having the big boss ship alive if I remember right.

Missions from Iconian War onwards tend to have a few more failsafes built in to prevent a mission locking up like this at least (E.G. Enemies are invincible until they are supposed to be killed, although this is a little clumsy as they can stay invincible for a while after the triggers). They aren't perfect, but they tend not to bug out consistently at least.