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Mars of Aritia

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    Namewanker in training

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  • Favorite Fire Emblem Game
    Blazing Sword

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    Lloyd

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  1. Very interesting, thanks for that. Looks like it's about 40% for most maps, including the annoying mountain graveyard and geyse's fort. I guess they didn't want you to abuse it, but it's still a bit annoying. should've made it 100% on first turn. I assume you can't retreat if you are attacked by an enemy squad right?
  2. I keep noticing the retreat option seems to be randomly appearing and disappearing all the time. Sometimes I enter a map I can retreat and sometimes I can't. One turn I have the option and the next I don't. Is this normal behaviour or is this a problem with the patch i'm using?
  3. It seems to me that FE3 seems to be the least popular game in the series, at least on the english side. nobody ever seems to talk about it. I admit I'm a bit guilty of it myself, as it's one of the only games in the series I haven't played along with 2, 12 and 16. Is it because all of it's surrounding games are more ambitious? 1 established the series (and had a recent english release which helped), 2 went in it's own weird direction, 4 is an incredibly ambitious attempt at gameplay-story integration, and 5 is full blown kaga insanity. 3 does look a bit standard in comparison. It also has a remake, but that one is also JP only and tends to be divisive. even before that was released, people didn't talk about 3 much. It is also very strange considering it seems it was a beloved classic in Japan and the best selling game in the series there before awakening. It was the equivalent of something like, say, Secret of Mana was in the west.
  4. Yeah they made it more difficult by: - Raising the stat caps and not bothering to adjust unit bases or weapon ranks to compensate, meaning most units went from servicable to completely useless. - Adding a pointless weapon triangle in a game where axes pretty much disappear past early game. - Nerfing Mars into the ground so that he is now completely worthless. he can't even reliably beat the final boss anymore, and he's the main character! - Raising early game boss stats sky high so that beating them pretty much comes down to luck (they even intentionally added save points to encourage save scumming!) And mitigating that difficulty is even easier than the first game, as the dumb forge system allows you to buff effective weapons to one shot the majority of threats in the game. and now that there is crit avoid, warp skipping is safer than ever. (The one thing they should've nerfed in this remake they didn't, which says it all). There's also the invincible general Wolf thanks to the poorly thought out reclass system to help you cheese the game.
  5. I was having such a miserable time playing awakening that I decided to play fe1 for a laugh instead and I ended up enjoying it way more lol (well until the lategame, by then i began to become overwhelmed by the tedium. Book 1 was right to cut a few maps). Maps are much better too lol. I might even dare to say it's better than it's soulless ds remake, considering i've dropped that one multiple times midway lol. Outside of general usability and giving ballistas long range (though that kinda ruins their gimmick map), almost every single other change it made is for the worse.
  6. I believe one of the kid chapters in fe14 has a knight that only has an axe, and if you do it early enough before he promotes he can't even attack. Also playing fe1 now and there are quite a few thieves who will literally do nothing if they don't have a path to a chest or village. chapter 12's one in particular are quite funny, since they start behind your army.
  7. Left to right is the order they were learned. Looks like the priority is S support first, A+ second. Sorry for the hijack, can a mod move these posts to a new thread?
  8. They will alternate getting skills from both base classes. not sure if the priority is based on the supports or classes.
  9. Interesting. It sounds a bit like chapter 15, only the castle is on the right. Despite the name, it seems like it's a seize chapter (制圧 means seize i think, don't know Japanese), with the gimmick being you have to go around the mountain (sounds like it's mostly peak tiles (高い山) so you can't cross it) while avoiding bolting and fortify sages in the middle. Would be great if he could try to dump the rom or the save file, perhaps it can be salvaged from there. (and fyi, I recommend using deepl for japanese machine translations, generally much more accurate.)
  10. well I finished it. chapter 26 was as tedious as I thought it would be. I thought the spy shuriken was in the mage room but the game decides to troll you and put it in the monster room instead, where it would've been extremely useful. fantastic weapon when you get it though, and with replikaze you get two of them. such a shame they give it to you so late. took about 24 turns 27 was much better than i remembered it, mostly because this time wolfie was fast enough to 2hko the spearmen with a spd tonic. If everyone gets warped to a suitable room this goes by quite smoothly. took me a refreshing 6 turns. completely idiotic that you can't save after this chapter though. endgame took a lot of turns (about 18 i think?) but did not feel tedious for some reason, even when getting debuffed into the ground. probably because everyone gets to contribute a lot more, since theres not alot of enemies, the monsters are weak, and I splurged on silvers and staves (I probably should've bought more for earlier chapters). I'm not sure how you're supposed to do it if you don't have any staves though. if you're quick about removing the maids it's not so bad. so yeah, I can see why it took me a few years to come back after going through hard the first time. not coming back to this for a while lol.
  11. I personally hate the forge system and wish it would go away forever. devalues normal weapons for no reason. pretty much almost never use it on principle. Ironically, the only forge system I don't mind is FE14, which everyone else seems to hate lol. Stats boosts are low enough where it doesn't change too much, and you won't get to the really high levels unless you grind. I would prefer if it capped at +2, though you won't realistically get much further unless you grind for cash and resources. Since weapons have unlimited durability, it's a good way to get rid of spares you get from the lottery. The forge point system in FE10JP sounds interesting too, sounds like a great way to limit the amount you can do.
  12. well i cooled down and cleared it, managed to do it by splitting up but still took longer than I'd like. used shelter strats to safely kill the paired samurai, and sent belka to the north to distract the other samurai (30% risk of death though). took another 5 turns to prepare to breach the wall and kill the puppets. overall 17 turns, not so happy about that. Forgot noble can use tomes lol because why would you ever use them when you have the stones and the lightning sword? on 26 now and i can tell this will be annoying since nobody moves until you open the doors. see you in 30 turns i guess. Those 3-4 extra enemies per squad makes a huge difference. it's the difference between clearing them all on the next turn, or spending multiple turns luring them out. Not if you want the extremely valuable treasures. Then you have to suffer through "up 5 spaces" (which secretly means up half the map). The fact that i'm only making things harder for myself if I play through the map the intended way is my big issue with it. This one actually didn't cause me any problems thanks to the MU one shotting half the guys up there with the +stone and luring the basara out of the way with minimal damage
  13. That's one thing I find so absurd about non-FE SRPGs. having simple, easy to calculate damage formulas is extremely useful. Do any others actually use a proper formula, because I haven't found one yet. Most of the time it feels like im just rolling the dice and hoping i do enough damage. Have you seen the SRW damage formula for example? It's absolutely insane and you have no hope of calculating it yourself lol.
  14. Especially in the late game, on lunatic at least, i remember hard mode felt much more reasonable. This game seems to want you to play as slow as possible, as most of the time you can't deal enough damage at once to kill all the enemies in range. and if you do manage to cut through and sprint along to the objective, a ton of reinforcements will come out that hit half of the map while you're out of position and trap you. the game also seems to want you to divide your forces, which is a death sentence as your guys usually can't deal enough damage divided, so the best strategy seems to put everyone on one side and phalanx across the map, taking twice as long to complete as it should. examples of some of these annoyances: 9: aka the killer of blind runs. go near the boss room? out come a ton of reinforcements covering the whole map and will kill your likely out of position dancer. through the mid game is actually reasonable, which is why it's the best part of the game. 17: cleaned up everyone and now sprinting for the chests? reinforcements will come and trap you 18: red light, green light makes everything take twice as long since only a few units can stand up to the foxes without getting killed, so you have to park your 2-3 non horse tanks and press end turn 20: everyone knows all about the wind bullshit, and every enemy has a seal skill just to make things even more annoying. and just like chapter 9, get near fuga and in come a lot of reinforcements while you're out of position and lol do this garbage map yet again. 22: This one really made me notice this. My west side was much stronger than my east side, so they got to the top of the map quite quickly. because of that, my east side units were completely trapped between a ton of sudden reinforcements. pegs and mages to the north, puppets to the south. absolutely no warning that this would happen when you reach the top. 23: Hinata's squad will not move unless you're in range of most of them, so you will have to spend a couple of turns dragging everyone into position to get ready to attack. good thing my MU was very mag blessed so he could once shot most of them with the +stone. Flying over to the other side early will also trigger reinforcements, which is annoying. 24: This one is pretty reasonable, though the oni's that come after attacking hinoka could be a pain. 25: This is where I got fed up. ninjas everywhere with stack debuffs and poison. the duel is impossible to win unless you specifically prepare for it, so you will have to do it the hard way. splitting up is suicide thanks to the west side. infuriatingly, no one will move in the centre part unless you are in range of the 3 range puppets that no one can counter, with seal def and lunge. anyone caught by them is 100% dead. if you forgot to get a freeze staff and you're out of money (like me lol) you have no choice but to wait for the east side to finish up and waste another 10 turns crawling ALL the way around to the other side so you can actually do enough damage to kill everyone without dying. Perhaps I'm missing something, but it seems slow is the way to go unless you want to be frustrated. perhaps my play style is too restrictive (no reclass, story chapters only).
  15. I tried changing the avatar's default class but it seems to keep spawning him in the default noble class. is there a way to make it so that his talent is the default class? or if not that, have him spawn as cavalier for example.
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