>>15988708
>tricky question because VC2 tried to add a ton of different units and options into the game but that ended up working out poorly
The unit additions were hit or miss, but overall most of the changes that VC2 brought to the series were positive and welcome - and a lot of them have stuck with the series. The biggest problem with VC 2 was it's story and characters, which is a shame since - as I said, mechanically the game brought some necessary changes.
One thing I miss about VC2 that never carried forward to future games was tank customization - specifically special equiptment to deal with environmental hazards. Lamps to negate darkness debuffs, a fan to blow away fog, sprinklers to keep your AP from draining in the desert - etc. But beyond that, whereas VC4 gave you a tank, minitank, and APC - what your vehicle was in VC2 depended entirely on how you built your tank. So you still only got one vehicle, but it could be all of those in one - and how you built it dictated how you approached a mission. For instance, in snowy areas - heavy tanks have lower APs because they're more prone to breaking ice and getting stuck - whereas a smaller tank gets no movement penalties. However, larger tanks also have the option of attaching a snowplow type attachments that let you burst through snowbanks and clear new routes. They also let you attach construction arms to build bridges. So you had a lot of ways to approach maps and tank balance was key.
Should have been key, anyhow. I got by just fine with a small tank on all missions with a really powerful gun I poached off of some named enemy - and the single CP use of a small tank meant I could fire it twice as much as a large tank which used 2 CP. The maps were small enough that I never had issues rushing enemy positions on foot and still getting A rank - except for a few of those missions with experimental Valkyrian Armored troops. Even then, having mini-maps with connected bases means you could just rush a base with the tank, push everyone out mosh-pit style, and then have a scout capture it. Leave the entire rest of your team at your home base, then exploit the no CP cost of retreating at a base to leap-frog your team to the objective/capture all bases. If your turn is going to end with enemy troops around - just move to another connected base and let them capture the one you just took without a fight. The AI isn't smart enough to have them follow you map to map, or coordinate across maps, so you can pull in shock troops on the next round and clear the nest without really taking a hit.