GamePress
How does everyone feel about the Tactics Drills mode?
Answers
Completely agree. This mode is a much appreciated addition and it has been a long-time wish among some people that I talked with, to have a puzzle-like map where you have to resolve a situation in a certain amount of turns with a pre-made team. This is probably not entirely how it was envisioned, but it's still good.
I also believe that this mode allows for an easy way to update it. With every new banner, there could be something around 1-2 maps to showcase those new units (and their new skills) in situations where they either shine in or are completely terrible, so that people would actually be able to make a clear picture of these units, which in return might turn some people to spend more orbs, which is the number 1 priority of this game.
- Log in to post comments
Personally, I'm not bothered by the fact that there are only a few (or one) viable solutions to the map. This mode is meant to be more of a puzzle rather than an Arena match or Story Mode map, where one can use any unit that he/she wishes and approach those maps in any way one wishes.
It's a nice change of pace to know that every single map does have a solution and provides you with all of the tools; all it takes is the skills and effort to find said answer--or a guide, I guess.
- Log in to post comments
I think the primary problem is that you can get close to winning, but if you used the wrong opening then there's a 0% chance of winning.
On Jet Black March, for example, I had the blue Brave Lance infantry at 2 health with Zelgius at the end of the map. I spent maybe an hour trying out different ways to Savage Blow that extra damage on before giving up and finding out it was because I used an incorrect T1 opening.
I wish they gave you hints like in other puzzle games if you fail a map so many times (e.g. fail the map 10 times: "try using this unit here" or "Try a different opening.") That way people would at least know that the strategy they are currently trying to optimize will not prove fruitful.
The inclusion of movement traps also seems unnecessary to me. I'd list examples but they would be spoiler-y.
- Log in to post comments
Haha, I understand what you mean. I finally completed all of the maps, but I admittedly needed a bit of a hint for 3 of them (the Zelgius, Chrom, and healers maps). What I found was that I started off the maps correctly, but messed up once somewhere in the middle, which prevented me from finishing.
Honestly, I think that a hint system would be a really nice addition if IS plans to update these maps.
- Log in to post comments
I play Super Robot Wars. This is similar to the Tsume Super Robo or Puzzle mode of a few old SRW titles. I love it and it's good at teaching you the features/skills that you can take advantage of in battle or the hidden potential of some 'low tier' units.
However, it's that it's a one-off thing. Once you do it, you're done. There's no point in revisiting the map again. You being limited with the skills and units you can bring are both good and bad. Good in that it makes you think/appreciate those skills/units. Bad in that the approach to clearing the challenge is limited/not flexible.
It's a good addition either way. I hope this makes players try to use different approaches/be creative in how they clear other game content.
- Log in to post comments

Fate Grand Order
Dragonball Legends
IV Calc
Heroes