>>712839873I found it kinda goes to shit in the late game where your best strategy is to savescum because yolo'ing into danger is the only way you'll stay ahead of the reinforcement spam and you're on such strict time limits against large numbers of enemies you basically have to take out one enemy per turn or you're falling behind. So any time you get RNG'd out of a kill, you might want to reload. Especially if you accidentally hit a story trigger and you went from "my troops are scattered, but I'm near victory" to "too bad, boss tank just spawned in the middle of your squishy troops that will never survive the interception fire, and your tank is dead on the next round." Reload, this time don't push forward on this turn now you know.
Also they seem to have given up on the testing for the boss enemies. The tank with the radiator on the top that I forget then name of, Vulkan? Well, the hitbox for that is either miniscule or it's blocked by an invisible collision box because it seems obvious they intended it to be an anti-armor grenadier target, but they can basically NEVER hit it. And even if a lancer bullseye's it it doesn't count unless they are at a certain height level. Same thing for the final boss tank. Those radiators are damn near impossible to hit from point blank with a lancer. It's like they extended the railing collision too high and so you have to aim at a 4x4 pixel square.
And don't get me started on the 99.9% evasion, 359.9ยฐ to the horizon interception lolis. Using 10 moves to land a single hit on them does not make me want to play it legit. And special mention for the city mission where the enemy moves first, takes out both tanks and half your infantry before you get a turn and there's nothing you can do about it. IF YOU MEAN THAT, WRITE IT INTO THE STORY, otherwise I'll assume you just didn't think it through and shipped it regardless.