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#valkyria icons
thinkvxlkyria · 2 years
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new tv spot 💌.
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iconicrp · 1 month
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Skye Blue has switched to Lyra Valkyria, please make sure you are still following!
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saiyanprincefiregod · 1 month
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Why Capcom should sell the MegaMan rights to Sega and How Sega should reboot and reimagine MegaMan
There are several reasons why Capcom should consider selling the MegaMan rights to Sega: 1. Revitalizing the franchise: Sega has a strong track record of successfully revitalizing classic franchises, such as Sonic the Hedgehog. By acquiring the MegaMan rights, Sega can bring fresh ideas and innovative gameplay mechanics to breathe new life into the series. This would attract both old and new fans, ensuring the longevity and relevance of MegaMan in the gaming industry. 2. Expertise in platformers: Sega has extensive experience in developing platformer games, which is the genre MegaMan primarily belongs to. With iconic titles like Sonic the Hedgehog and Alex Kidd, Sega has proven its ability to create engaging and enjoyable platforming experiences. This expertise can be leveraged to create high-quality MegaMan games that stay true to the franchise's roots while introducing exciting new gameplay elements. 3. Collaborative opportunities: Sega's strong relationships with other developers and publishers could open up collaborative opportunities for MegaMan. Sega has a history of successful partnerships, such as the Sonic and Mario crossover games with Nintendo. By collaborating with other popular characters or franchises, MegaMan can reach a wider audience and generate even more interest and excitement among gamers. 4. Global reach and marketing prowess: Sega has a global presence and a well-established marketing infrastructure. By acquiring the MegaMan rights, Sega can leverage its marketing expertise to promote the franchise effectively worldwide. This would ensure maximum exposure and awareness for MegaMan, leading to increased sales and a larger fanbase. 5. A fresh perspective: Capcom has been the sole custodian of the MegaMan franchise for many years. By selling the rights to Sega, the franchise can benefit from a fresh perspective and new creative direction. Sega's different approach to game development can inject new ideas into MegaMan, resulting in unique and exciting experiences for players. Overall, selling the MegaMan rights to Sega would not only benefit Capcom financially but also ensure the franchise's continued success and relevance in the gaming industry. Sega's expertise in platformers, collaborative opportunities, global reach, marketing prowess, and fresh perspective make them an ideal candidate to take the MegaMan franchise to new heights. 
Sega has a rich history of creating iconic and beloved video game franchises, and if they were to reboot and reimagine MegaMan, they could bring a fresh perspective to the series. Here are a few ideas on how Sega could approach this task:
1. Visual Overhaul: One of the first things Sega could do is give MegaMan a visual makeover. They could adopt a more modern and detailed art style, while still paying homage to the classic design of the character. This would help to attract new players while also appealing to long-time fans. 2. Expanded Storytelling: Sega could take advantage of their expertise in storytelling and create a more intricate and engaging narrative for MegaMan. They could explore the origins of MegaMan and his creator, Dr. Light, in greater depth, adding layers of complexity to the characters and their relationships. Additionally, they could introduce new villains and allies, providing a fresh and exciting twist to the storyline. 3. Enhanced Gameplay Mechanics: Sega could introduce new gameplay mechanics that would add depth and variety to the MegaMan experience. They could incorporate elements from other successful Sega franchises, such as Sonic the Hedgehog's speed and platforming mechanics or the strategic combat of the Valkyria Chronicles series. This would not only make the gameplay more engaging but also differentiate the rebooted MegaMan from its predecessors. 4. Open-World Exploration: Sega could reimagine MegaMan as an open-world game, allowing players to freely explore a vast and interconnected world. This would provide a sense of adventure and discovery, as players could uncover hidden areas, complete side quests, and encounter unique challenges. The open-world format would also allow for a more immersive and dynamic gameplay experience. 5. Multiplayer and Online Features: Sega could introduce multiplayer and online features to the rebooted MegaMan. They could include co-op gameplay, where players can team up with friends to take on challenging missions or compete in online leaderboards to showcase their skills. This would add a social aspect to the game and extend its longevity. 6. Cross-Platform Compatibility: To maximize the reach and accessibility of the rebooted MegaMan, Sega could ensure cross-platform compatibility. This would allow players to enjoy the game on various platforms, such as consoles, PCs, and mobile devices, enabling a larger player base and fostering a vibrant community. Overall, Sega has the potential to breathe new life into the MegaMan franchise by rebooting and reimagining it with their unique approach. By combining stunning visuals, compelling storytelling, innovative gameplay mechanics, and multiplayer features, Sega could create a MegaMan experience that captivates both old and new fans alike. 
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mlllkins · 2 years
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      calico is here!!
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hinashyvers · 2 years
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💧Chibi Noelle 💧
🌊Spirit Dive: Saint Valkyrie Dress 🌊
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im right part 2 (part 1)
bonus:
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(bi adhd)
(gay asd)
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elenyafinwe · 2 years
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Minato
THANK YOU!
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favorite thing about them
Cute bean, Naruto with better looks and not as annoying
least favorite thing about them
He dies T.T Like all the good characters. I like a character, they die. That’s the law of nature. (OK, except Elrond.)
favorite line
“I’m becoming a father!” or whatever the english version of that scene was. Tho it got annoying after the third time. Like, yeeees, we got it. But it was cute.
brOTP
Team Minato <3 Cute beans!
OTP
MinaKushi. I can’t believe I’m saying this. But look. Het pairing! CANON het pairing! Novelty!
Ok, that’s a lie. I also hardcore vibe with TobiMina by now *suffers in 100k monster* (I’m almost certain that it probably will have something around 140k, when I’m finished.)
nOTP
Team Minato, I have a strong aversion against teacher/student relationships
random headcanon
He’s adopted and doesn’t know his birth parents. It was an elderly couple that adopted him when he was a newborn baby. They never had children of their own, but they got him instead <3 They also gave him his name.
In Underneath the Silence he learens who his birth parents are and it’s one big brain fuck 😈 I used a special headcanon I’ve already talked about, but won’t say which one ^^
unpopular opinion
Fool of a Took! Is that an unpopular opinion? But the reasoning why he has to get himself butchered by Kurama didn’t make much sense to me and in the end he left his son as an orphan, and that sucks hart. He gets the Absent Dad of the Year award for that stunt, personally handed down by Earendil.
song i associate with them
Kinda Valkyria from Follow the Cypher (listen to them, soooo underrated Metal!). I has that feeling of “let’s get ready for battle” and all those enemies of Konoha know: “Ok, now we’re fucked.”
That line
Soldiers of war, we will strike with lightning 
That has soooo much TobiMina fight together and shred through their enemies vibes <3
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But also Curse or Cure by Icon For Hire, especially for Underneath the Silence:
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(Yes, I love female fronted Metal, best Metal).
There’s A Lot (capital) of angst and hurt in Underneath the Silence (but I promise, it will have a happy ending), especially after Kurama attacks and Kushina dies, but Minato survives and now is Kurama’s jinchuriki. And it’s hard for him. That’s the monster that brutally slaughtered his wife and destroyed half the village and he sealed it not only in himself but also his baby son. Jiraiya may have this weird talk about some obscure hero of all ages (wait, wrong fandom), but Minato has doubts, especially because he struggles to keep Kurama under control. So is he the promised savior or rather the monster?
Stuff will happen. @nonnie992 you know which one. Eheheheh 😈
favorite picture of them
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White Walker vibes intensifying
Still kinda want a GoT crossover with the plottwist, that he’s the Night King. Ehehehehe.
For the character hc ask.
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namine-rae · 3 years
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I drew myself a new icon, and I’m really proud of how it turned out!
Her name is Valkyria.
I used this base as a reference: https://www.deviantart.com/alari1234-bases/art/MLP-Base-Original-Cute-Pose-677915713
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thinkvxlkyria · 2 years
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met gala 2022.
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hareefluffs · 4 years
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Ok making fake magazine covers with Milquetoast is very fun. 
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“This issue of Valkyria sees up-and-coming comedian and fashion icon Derriq Milquetoast opening up about his past and how it informs his work today. See why you should head to Solstrys’s bard festival for your next vacation, and check out these 7 MUST-HAVE magical items to spruce up your wardrobe.”
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sealed-valkyria · 4 years
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I changed my icon for my boyfriend as a powermove and also it’s Danmaku Unlimited related so it’s a win-win.
Also it makes sense because the sealed Valkyria is Einherjar and now my icon is Einherjar.
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awakenedprince · 5 years
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Psst. Do I:
Finish the moodboards/offer more if I do them
Make borders for my icons
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Asks
Play Valkyria Chronicles 4
Or nap
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bltngames · 6 years
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Five Things Sega Could Do To Save a Sonic Unleashed PC Port
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Sega has a tendency to release PC ports of their games on Steam out of the blue. Valkyria Chronicles and Bayonetta were big surprises, only announced basically the same day they went up for sale. One PC port some Sonic fans have been requesting (including myself) is 2008’s Sonic Unleashed.
I'd argue that Sonic Unleashed is still, a decade later, the best example of the “boost” gameplay later popularized in Sonic Colors, Sonic Generations, and most recently, Sonic Forces. Sonic’s levels in Unleashed are fast, challenging and frenetic in a way none of those other games ever really matched. The problem is what surrounds Sonic’s levels -- a good 75% of Unleashed’s gameplay is slow, tedious busy work, dominated by levels where you control the plodding “Werehog.” This was a long-running problem Sonic Team was struggling with back then; they seemed to be better at making 2-3 hour experiences in an industry that expected something closer to 8-10 hours. So, they compensated by padding out the clock.
That makes Unleashed the straw that broke the camel’s back. It was the last of their games to contain such a significant amount of padding, with later games embracing their shorter completion times (until Sonic Lost World, anyway). Because of what a slog Sonic Unleashed can be, only the most dedicated really dig in and uncover its bright spots, with most getting scared away by how often and how hard the game slams on the brakes.
Sonic Team’s Takashi Iizuka stated just as recently as last year (2017) that he was open to the idea of a PC port for Sonic Unleashed, so if someone were just so happening to be working on one, I humbly present you with a wishlist of features that I think may help elevate the game to the forgotten classic I believe it to be. Each change will be rated on how hard it would be to implement, and just for the sake of fun, I’ll throw in some left field requests at the bottom that I don’t necessarily think would be possible, but I’d like to see just the same.
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1. Reduce Medal Requirements Significantly
Why? One of the biggest things people hate about Sonic Unleashed is the game's medal collection aspect. Stashed in the corners of many levels are sun and moon medals which unfortunately block your progression. As you play through the game, eventually you'll reach a level requiring a certain number of these medals, and if you don’t have enough, you can't progress any further without returning to previous levels and collecting more. More often than not, players don’t know they’re behind on their medal counts until it’s already too late. And as you near the end of the game, medal unlock numbers get to be excessive, wasting hours of playtime on busy work. So, just reduce that requirement. It barely provides any legitimate gameplay and is clearly only there to tack on extra hours to the clock. Nothing of value will be lost, but players will enjoy the game more, and completionists can still hunt out all of the medals for achievements and such. Complexity: Low. With what I know about game development, this would be as simple as changing a few variables in the code -- it’d take ten minutes, tops.
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2. Increase EXP Earned for the Werehog
Why? I maintain that a fully powered up Werehog is actually kinda fun. Early-game Werehog sucks; you don't have enough health, and you don't have a lot of combat abilities to fight back with. You must spend HOURS grinding out experience points (EXP) and leveling up your stats before any of that starts to feel tolerable. What's annoying is the Werehog is balanced so that you'll finish the game long before you learn all of the combat abilities, even if you focus on JUST leveling up the one stat that teaches them to you. There are entire DLC levels built explicitly to help grind out tons of EXP quickly, so Sonic Team knew this was a problem. Just throw the player a bone and make defeated enemies drop slightly higher amounts of EXP so you can get to the good stuff faster. Complexity: Low. Along the same lines as changing medal requirements, changing the EXP values in the code could be done in the time it takes to heat up leftovers in the microwave. It would probably take longer to figure out how much to change them.
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3. Consolidate all DLC in to one “World Tour” pack
Why? Typically re-releases like this include all of the DLC as a free bonus, but Sega has bucked that trend with games like Sonic Adventure and Sonic Adventure 2. Both games contained optional DLC to add in their bonus Gamecube-exclusive content for an extra $7 or so. Shrewd, I guess, but it probably also helped provide Sega with a financial incentive to make those ports at all. It was also easy to ignore if you didn't like the idea of paying an extra $7, because it was all optional side-content, separate from the main game. So, do the same with Sonic Unleashed: roll the five or so DLC packs in to a singular “World Tour” pack and charge $7-ish for it. I know it's dumb, but business is dumb, and it might give the porting team a little more leeway with their development budget. Complexity: Moderate. I don’t know how Sonic Unleashed supports DLC, but this probably wouldn’t be as easy as packing all the DLC together. It still wouldn’t be that difficult, though.
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4. New NPC marker to denote story-critical characters
Why? A big complaint and misconception I've seen about Sonic Unleashed time and time again is that you HAVE to spend lots of time hunting down and talking to villager NPCs in towns. Though there are a few times the game forces you to talk to townspeople, you can ignore most of them and progress through the game just fine (I certainly did). The issue is that the Unleashed doesn’t really designate between characters you can talk to, characters that give out optional side quests, and critical story characters, so it’s easy to get stuck doing something that’s unnecessary. My answer is to simply do what many other games do: mark which NPCs are important. NPCs already have markers above their heads, so simply add a new type of marker so it’s obvious who you need to talk to for progression and who is giving out optional side quests. Complexity: Moderate. This would require generating new graphics assets to insert in to the game and editing the icon display systems as well as changing map values to support it. Not difficult, but it would still take a bit of effort.
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5. Break Werehog levels up into smaller chunks
Why? The other main problem with the Werehog is just how disproportionately large his levels are. Again, I don’t actually think the Werehog is the worst thing in the world, but only when it's experienced in the right context. 20+ minute Werehog stages vs. 3-5 minute Sonic levels creates a significant imbalance, and combined with grinding out EXP, everything about the Werehog feels like too much effort for not enough reward. So, cut the Werehog levels short. In theory this isn’t hard -- just move the Goal Ring found at the end of a stage somewhere closer so the level ends sooner. Of course, this creates a huge list secondary problems with pacing and leaves a lot of unused real estate on the cutting room floor, so this would take some significant work to figure out. But it’d be a necessary evil for making this part of the game a lot more digestible. Complexity: High. Individual elements of this seem simple, but combined, this would take a lot of coordination to do properly. You’d be redesigning almost half the game.
Now, let’s talk about fringe features. Things that would require exorbitant amounts of work, or are just daydreams:
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6. Recreate the game in Sonic Forces’ “Hedgehog Engine 2” Why? Regardless of how you feel about the game it powers, Hedgehog Engine 2 does seem to offer some moderate technological and rendering benefits over the original Hedgehog Engine that powers Sonic Unleashed. Those benefits could be carried over to a remake, but that could come at a cost: a remake would have to be careful to make Unleashed feel “right” otherwise the whole project would be in vain. Complexity: Extremely High. You’d have to update everything for the new engine, and change how the engine itself works to support features from Sonic Unleashed that aren’t in Sonic Forces. It’s basically like making an entirely new game.
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7. Implement Sonic Colors’ “Marathon” Egg Shuttle Mode Why? The shuttle mode in Sonic Colors is basically the only way I play that game now. It runs through every level in the game, in order, with boss encounters, without having to go back to a map screen or watch cutscenes, turning it into an experience like the classic Genesis Sonic games. All Sonic games could use something like that, including Unleashed. Complexity: High. You’d have to write a lot of new code and make a new map and menu option for this to work.
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8. Steam Workshop support Why? Sonic Generations modding support was hacked together from scraps and managed to generate some very impressive results. It’d be nice if we could get the official Hedgehog Engine tools in some form and have a way to publish levels without having to fumble around in the dark. Complexity: Extremely High. The old Hedgehog Engine tools require having a specific versions of the Havok Physics SDK installed, which costs multiple thousands of dollars. A workaround would have to be implemented.
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9. Redesign the entire end game Why? Sonic Unleashed is not a game that finishes strong. From the moment you unlock the final level, the villain’s twisted theme park called “Eggmanland,” the game nosedives hard. Eggmanland is an obnoxiously long level, easily taking over an hour to clear (without any time to stop and rest). It also breaks many of the game’s rules, with a number of genuinely mean traps that only exist to mess you up and get you killed. Your reward for finishing Eggmanland is a gauntlet of at least three final bosses, each one more stupidly aggravating than the last. None of it is fun or exciting, just annoying. Every part of it needs to be reworked somehow. Complexity: Extremely High. Eggmanland needs to be shorter, bosses need to be more forgiving, controls in certain parts need to be improved… it’ll be a lot of work.
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10. An option to revert every change on this list Why? Even if I think all of these changes are necessary to improving Sonic Unleashed, it's also important to preserve it in its original format. Besides, there will always be a group of people who prefer the old game over the new version, so, every time you implement a change, put in an option to revert to put it back the way it was. Simple. Complexity: Variable. It depends on what gets changed, really.
Some people may look at an article or a list like this and ask: why not just play the modded version of Sonic Generations that adds in the Sonic Unleashed levels? Why do we need to muck around with changing Sonic Unleashed for a PC port nobody supposedly needs? Because while The Unleashed Project (that Generations mod) is pretty cool, it’s not perfect. Generations doesn’t support everything required to translate those levels perfectly, and some of them definitely suffer for it. Not only that, but future updates to The Unleashed Project are indefinitely on hold, meaning the more questionable parts will never be fixed.
The only real solution is to port the full Sonic Unleashed game to PC, and why not smooth over some of its rough edges while they’re at it? Taxman and Stealth’s Sonic CD port in 2011 did this, improving the game’s control, collision detection, and framerate. Nintendo did this when they updated The Legend of Zelda: Wind Waker for the Wii U -- they added items to speed up the slower parts of that game and make the overall experience more enjoyable. Precedent for fixing these kinds of games does exist, it’s just a matter of whether or not anyone at Sega has the initiative to make it happen, vis-à-vis a potential Sonic Unleashed PC port.
One can only hope.
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linuxgamenews · 3 years
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Tactical Troops will bring the tactical combat to Linux
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Tactical Troops: Anthracite Shift turn based strategy to get a release in Linux gaming with Windows PC. According to details from QED Games. Who also just updated the Steam page to reflect support. Tactical Troops: Anthracite Shift is a turn based strategy that follows a squad of soldiers on an alien planet. Due to debut on Steam, April 15th, 2021. Players can expect a 30 hour long single player storyline. There are also 24 maps for online and local multiplayer. Originally slated for Windows PC, but we can also expect Linux support.
It’s made in Unity and yes, there will be a Linux port. I’ll update Steam page soon with this information.
This means we can expect to see day one Linux support for Tactical Troops: Anthracite Shift. Mind you, the use of Unity 3D should be no surprise. Taking advantage of Linux stability for online multiplayer gameplay. Which I'm also looking forward to trying out. The year is 2130. Sedvan’s spheres, advanced teleporting devices turn on after decades of being dormant. Tactical Troops, a unit of interplanetary mercenaries, are called in. Now expecting what seems like a routine mission on planet Anthracite. This excluded world also turns out to hold dangers nobody expected.
Tactical Troops: Anthracite Shift - Release Date Reveal Trailer
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In Tactical Troops: Anthracite Shift military squads will have to fight. While facing off against each other and the planet’s fatal fauna. What sets the QED games’ title apart from other turn based strategies, units move on a gridless map. Teleporting is an important aspect of both the story and the gameplay. So this will add new tactical options, transporting troops around the battlefield. Also moving fired rounds or thrown grenades. Plus, teleports can be used as cover, which adds another element in Tactical Troops’ combat system. The 41 campaign missions have a strong influence by sci-fi cult classics from the 80s. Including over the top explosions and iconic one liners. Multiplayer fights resemble a mixture of Worms, Valkyria Chronicles and X-COM. In both game modes players will face tough enemies, all powered by Grail. This is an AI science developed by QED Games.
Main features:
Tactical turn based strategy with gridless movement. Letting soldiers gain an advantage in Tactical Troops: Anthracite Shift with no limits
Physics based combat - each shot or grenade throw has to be manually aimed. Removing any annoying RNG, known from other tactical strategies
Teleporting - there are teleports spread around the combat area. These are a powerful tools for flanking enemies. As well as taking cover and even shooting from unexpected angles
Advanced AI - thanks to the Grail technology. AI opponents are touch and behave differently. This all depends on whether they are animals, robots or soldiers
Vast squad customization options. Expect a wide range of modern weapons. Including several character classes that allow you to adapt the player’s squad to their playstyle
Tactical Troops: Anthracite Shift will release on Steam with a price of $14.99 USD. This also includes support in Linux gaming and Windows PC. So be sure to add Tactical Troops to your Wishlist.
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satoshi-mochida · 6 years
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Sega has updated the official website for Valkyria Chronicles 4 with new information and screenshots on characters Angelica, Minerva, Karen, and Ragnarok, as well as the Training Grounds, Operation Room, and Order and Potential systems.
Get the details below.
■ Characters
◆ Edinburgh Army 101st Division No. 1
Angelica Farnaby (voiced by Ayane Sakura)
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An energetic and brave civilian girl who finds her way into Squad E. When they found her, she could not remember anything except her name. Much about her is unknown, including the events that led to her involvement with Squad E. Rather than have a child-like selfishness, she is a kind-hearted character who cares about those around her. She is offered protection under the care of the military physician, but proposes to help by taking care of meals, laundry, cleaning, and so on. Her cheerful personality has also made her popular among the helper soldiers, who nicknamed her “Ange.”
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Minerva Victor (voiced by Saori Hayami)
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Edinburgh Army 101st Division No. 1 Battle Brigade No. 32 Armored Ranger Battalion Squad F leader and first lieutenant. She was in the same class as Claude at Edinburgh Military Academy, and graduated second in their class. She worked and studied very hard to graduate at the top of her class, but was not able to surpass Claude. Since then, she sees Claude as a strong rival who she believes was chosen by mistake, insisting that her own abilities are superior. Due to her father’s influence, she has a strong sense of elitism, and values the chivalrous spirit of a fair battle. On the other hand, she can be stubborn and persistent about trivial thin, but there is no doubt she is a skilled military officer. Minerva was actually promoted earlier than Claude, and is his senior first lieutenant. She is sociable and kind to others—except Claude.
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Karen Stewart (voiced by Yuka Saitou)
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Edinburgh Army 101st Division No. 1 Battle Brigade No. 32 Armored Ranger Battalion Squad E medical officer and corporal. Quiet and kind, she’s popular among the troops for her soothing smile. Since she grew up in an all-male household, she is particularly skilled in the treatment of men, and patches up the injuries that come her way with a smiling face. She hopes to go to medical school, but is volunteering to serve in the military in order to help her family.
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Ragnarok
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Edinburgh Army 101st Division No. 1 Battle Brigade No. 32 Armored Ranger Battalion Squad E medical dog and mascot of the unit. He was originally a stray found by the squad. He became attached to Claude and company, and joined Squad E. He is a brave dog who will fearlessly run to the battlefield even during gunfires and bombings to aid injured soldiers. He cannot ignore the weak and will run to their aid against better judgment. He is prideful and gets angry when people pat his head, but behaves courteously to soldiers who give him food (especially women). He sees Claude and company as rookies, and feels obligated to help them when he senses danger. However, such thoughts do not reach Claude and company, who see Ragnarok as a friendly, foolish dog.
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■ Systems
◆ Training Grounds
You can train your classes (unit types) at the Training Grounds. There are six basic classes, but through training, you can rank up to higher-level “Jaeger” classes, which will significantly expand the breadth of strategy, such as the increasing types of weapons available for that class to use.
At the Training Grounds, which are located at the camp on the front lines, you will receive the guidance of senior officer and first lieutenant Minerva Victor. She will drill you on the necessary information.
By allotting the necessary experience points to each class, they will level up. To what extent you train a certain class is up to you. When a class levels up, it will learn new “Orders” and a “Battle Potential” may also awaken.
(Read more about Orders and Potentials in their separate section below.)
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Advanced Classes: “Jaeger”
When a class reaches level 11, it will rank up to a higher-level “Jaeger” class. When you become a Jaeger class, you will be able to employ a wider range of tactics, including the ability to use more new weapons.
Scout Jaeger (Scout) – Ability increases all around, and the “Rifle Grenade” becomes available for use. Compared to a standard hand grenade, the Rifle Grenade can fire grenades from much further away.
Assault Jaeger (Assault) – Ability increases all around, and the “Flame Thrower” becomes available for use. The Flamethrower can fire through the defense effect of sandbags, and waved from side to side to reduce enemies to ashes, but has short range.
Sniper Jaeger (Sniper) – Ability increases all around, and the “Auto Sniper Rifle” and “Lancer Sniper Rifle” become available for use. The Auto Sniper Rifle attacks with a rapid-fire three-shot burst. The Lancer Sniper Rifle has high VS. Armor attack power. Also, by becoming a Sniper Jaeger in Valkyria Chronicles 4, you will be able to counterattack the enemy.
Lancer Jaeger (Lancer) – Ability increases all around, and the “Mortar Lance” becomes available for use. The Mortar Lance is a weapon that can fire a mortar with a ranged attack effect. It is a weapon with high VS. Person attack power that creates a parabola and explodes upon impact.
Engineer Jaeger (Engineer) – Ability increases all around, as does the amount recovered from the “Tank Reparation Kit.”
Grenadier Jaeger (Grenadier) – Ability increases all around.
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◆ Operation Room
In the “Operation Room,” you can switch your party members in or out, and change their equipment. Organize a party suited for the current situation and lead your squad to victory.
The Unit Ability Screen
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01. Name: The character’s name
02. Class: The unit’s class
03. LV: The class’ level
04. HP: The unit’s health power
05. AP: The unit’s action power
06. Firing / Evasion: The character’s firing and evasion ability
07. Special Ability: The Potential possessed by the character. There are two types: Personal Potential (P) and Battle Potential (B)
08. Affinity: Characters with good affinity. The screenshot shows Raz has good affinity with Claude, Kai, and Zaiga. You have a higher accuracy rate when performing co-op attacks with good affinity characters
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09. Equipped Weapons: The names of your weapons
10. Hit: Hit accuracy (from best to worst: S > A > B > C > D)
11. Range: The range a weapon’s attack reaches (effective range)
12. VS. Person: Attack power against infantry soldier units
13. VS. Armor: Attack power against tank units and destroyable objects
14. Shots: The number of shots that can be fired in a single attack
15. Bullets: The number of times you can attack. If this is used up, you will not be able to attack until it is replenished. “∞” means infinite
16. Area: Whether the weapon affects multiple units. “Circle” means it does, “X” means it does not
17. Special: In cases where special effects exist, such as “Lowers Defense Power,” an icon will be displayed
18. Equipped Armor: The names of your armor
19. Defense: The defense power of your armor
For each character, the Potential that can be acquired differs. Also, there is difference in ability, as well as both strong points and weak points depending on the class, so be sure to strengthen each character.
◆ Orders and Potentials
“Orders” are special actions that can be used by the protagonist and enemy bosses, which can manifest various effects unto the user’s party. “Potential” reveals a character’s personality and their skill level as a soldier. In an “Abnormal State,” the state of the units in your control will change, and by meeting certain conditions during Action Mode, there is a fixed chance Potential will be activated.
Orders
Orders are special actions that the protagonist and enemy bosses can use during Command Mode by spending CP. Effects include changing the stats of your units, sending in reinforcements, withdrawing from battle, and more. In addition to learning Orders when raising class levels, Orders can be learned by talking to comrades at the “Salon.”
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The Two Types of Potentials
There are two types of Potentials: “Personal Potentials,” which originates from the character’s personality and traits, and “Battle Potentials,” which originates from the class’ skill level. There are both good and bad sides to Personal Potentials, but Battle Potentials normally increase ability.
Neither of the two Potentials are all unlocked from the start, but rather learned through awakenings as you progress. Also, there are situations where Personal Potentials will change due to clearing certain story missions and other circumstances.
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If you missed our previous mega-update on Valkyria Chronicles 4, catch up here. Sega will host a gameplay premiere live stream on December 27.
Valkyria Chronicles 4 is due out for PlayStation 4 on March 21, 2018 and for Switch in summer 2018 in Japan, and for PlayStation 4, Xbox One, and Switch in 2018 in the Americas and Europe.
View the screenshots at the gallery.
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retphienix · 4 years
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!!!
So the imperials are racist as heck along with the obvious imperialistic expansion evil they got goin’. They aimed to kill Martha just because (all the while insulting her for being pregnant) and Is because she’s darmascan or something similar (she’s not a blood relative so her father was Darmascan I assume).
Regardless, the scene itself? Pretty sweet. Welk comes in swinging a fence post and sis takes out the other guy but what’s got me now is Martha is going into labor which means we have to move her carefully.
And judging by the icons associated with Valkyria Chronices and sis saying ‘father left something for us in the barn’ there is a 100% chance we are about to move Martha in a friggin’ tank.
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