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Shaky Jones

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  • Member Title
    Cord Conoisseur

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    Not getting slaughtered for exp
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    Not in the Tower of Valni

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  • Favorite Fire Emblem Game
    New Mystery of the Emblem

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    Archanea

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  1. You know what's worse than playing chapter 3 of New mystery? Getting an illness that affects your entire family that lasts over a month and has left me addicted to Tylenol! Followed up by REDOING the post on chapter 3 that you were halfway done with including replies that have now lost all context. They call me Matthis, the way I wanna you to kill me right now. Replies: Chapter 3: Nice For Frost To Invite Us Over For Woodcutting eh Cord? Rating: FE3/10 (Ruben HATES FE3) Is this what you waited for?
  2. Well Marth unfortunately just realized Caeda's been cheating on him with Roger so he offs himself. Things look pretty good for Alm since Archanea is essentially just free land to banish Gray to for tax fraud, but Alm later realizes that Celica has also been cheating on him with Roger, so Alm is slain by Alm. Roger wins. The gameplay is about Frost ruling Macedon and gaining the help of Wendell to build a 2nd monastery for Wrys. It's a building sim. You cut wood with Cord and build with Bord while occasionally passing laws as Frost. You can pray with Wendell whenever you're too stressed or ashamed of your sin. It's slightly more complex animal crossing. The main story is mentioned twice.
  3. So people were reading my thread. Nice. Okay so I've been having this on the back of my mind for a while now. Even today I've been talking with others about my passion of map design and how I wanna come back to this, but the reason I stopped was because I got incredibly sick and couldn't get out of bed for weeks. Then I got preoccupied with multiple dentists appointments that have finally caught up with me and now the government has decided I owe them free labor once again. As for personal excuses, I've been playing a lot of mods on my new laptop and my brother naturally wants to borrow my laptop to play some games we couldn't run before. Right now, I'm playtesting for a new upcoming hack by none other than Mr Fe6 boss man @Saint Rubenio, and im doing a bit of Garonquest and FE6 Archanea to the side. Furthermore, me and my brother enjoy playing board games, and pre ordered ones are barely starting to show up now, and now I have to play a game I've never heard of to catch up on references ill otherwise miss when playing with him. Tl;dr: I've been fuckin busy. But its coming. I do not want to stop posting and I did have stuff written for this. It just got eaten up by serenes during my sick break. Unlucky. Hope anyone still sticks around by then. Won't be able to update often, but if anyone is still interested, I'll be more than glad to rant. Actual Answer: Chapter 3 was so bad that it killed me. Also what do you mean by awful maps? Just you wait until Nerring Gaming.
  4. Damn. I need to step up my game. >Series with 600+ characters >Picks the same 100 to get money. >Make a dozen of them meta and render everyone else useless >Make an anti meta unit to render meta useless. Rinse repeat.
  5. 41 free damage? The hell is this, baby emblem? You're just handing us their heads on a plate. It's almost like I'm playing Sacred Stones over here! Crazy idea: Stop playing Badwick. This is proof that God is real, and you're in purgatory.
  6. Based off what I'm reading from the FE wiki, Maniac Jeigan will generally have 10 STR and lunatic 11 STR (they both obtain low decimals which I assume represents the likelihood of rolling up to 11/12). This means he'll usually have +1 STR, but then you factor in the additional +1 might from the newly obtained A rank on lances that increases his weapon affinity buffs, as lunatic gives all characters A ranks from the very start of the game, meaning he'll have +2 total might added to his attack (I'll go over exactly what each weapon rank bonuses give each type, but generally, most weapons gain +1 might at C, and another at A, with 2 exceptions). Not only that, but units who have A rank on a given weapon type and use said type in combat while having the weapon triangle advantage, they'll gain a +1 might buff they otherwise would not have gotten, making enemies gaining the advantage noticeably worse for lunatic early game (same applies for fe11 h5). While insignificant to a tankier Kris, this can easily make or break your survivability when you're a peg Kris with 18 and 5 def (vanilla Kris with no trait buffs), or mage Kris with 2 defense. In fact, a mage Kris with no defensive base stat increases will literally be unable to survive a counterattack with a vuln usage, as Jeigan will have 16 attack on lunatic (11 STR + 3 might jav + 2 might A rank lance bonus), meaning your 2 DEF Kris with 18 HP will take 14 damage, and when you use a vuln to recover, you'll go from 4 to 14 HP, still getting killed the following enemy phase. If you need to use 2 vulneraries just to counter 1 additional time, you know you're not getting past the senile. Myrm Kris would also need to deal with the +1 damage bonus the enemy receives, so that's essentially +3 might from maniac, and her measly 4 base defense isn't going be enough to let vulneraries heal up the damage that ol man Jenkins can dish out. Not only that, but I didn't yet mention that you'd also be losing 1 might from your sword attack with Jeigan's A rank lance bonus dealt with because of lunatic mode. At the very least, myrm Kris's default bases will always double Jeigan (he has 7 speed in both maniac and lunatic), but the minimal 5 base STR combined with the pitiful 5 might iron sword - the weapon triangle disadvantage penalty means you're not going to 2RKO him, not unless you gave Kris the Orphan's child +2 base STR bonus. While technically, peg Kris can survive through and kill Jeigan on lunatic with the 3 given vulns, you still need to account for the initial lancer, who's likely going to chip away at you once. That one attack will likely be all that's needed to screw you over. A unit like Peg Kris needs to hit Jeigan 4 times to kill him. 3 times would need to be from counter damage, and the 4th right when you've ran out of vulns and you gotta deal the finishing blow now. Chances are, this moment is why they gave you a 2nd vulnerary on reverse lunatic. You can't initiate combat, at least not without getting hit first. But that doesn't resolve the possibility of the first enemy's strike leaving your HO low enough to where you already have to use up one of your very limited heals. HP wise, Jeigan and solider #5 are laregely the same. Defense doesn't change. It's mostly the +2 attack that does you in. Honestly, a separate post could and probably should be made about this. It's interesting to analyze, but it unfortunately gives people more reason to shit on FE12. Damn. Hey, you used Frost too. You're also an expert now. Lunatic mode in FE12 is very interesting given how stats and caps work for this game. Naturally, they can't afford to just do stat bloat emblem like Awakening or 3 Houses. The game would be unbeatable, or least become a pure Kris solo. Stat wise, the game is nearly identical. Most stats are increased only by 1, with the prologue sometimes being exactly the same or lategame enemies gaining +2 to a stat, but these increases are incredibly minor compared to the jump between that of normal and hard or hard and maniac, or most difficulties in the series really. Instead, the game will use various other means to tweak the game into forcing experienced players to play certain maps differently than they normally might have or even could've. The most plain and noticeable change is thst all enemies begin to use silver weapons as early as chapter 1. The moment the game begins, all enemies will use either silver weapons, or ranged/effective weapons that have been forged, with the ladder essentially being given stats of a silver weapon. This assures that the one "stat" that has been significantly increased is the one that causes the biggest threat to the player's survivability without changing how difficult it is to kill said threat (no massive defense or speed/avoid increase). The same can be said for FE11 H5 adding silvers as early as ch10 over just giving enemies +3 to all stats. You'll also need to factor in the weapon rank bonuses as well as the potential weapon triangle buffs that the newly obtained A ranks will cause, so enemies can deal up to 6 more damage than on maniac, becoming a major factor in early game lunatic, although I'd say becomes somewhat irrelevant throughout the later half from personal experience. Chapter 1 and 2 will actually play a huge role in how I'll explain the impact of just how much the damage in the early can change the game or leave things relatively similar from maniac. Generally, I'd say the might increase, while more dangerous and unfriendly to enemy phase strats, is not what makes lunatic mode hard. If you can handle the aggressiveness of maniac, the silvers won't be all too much to worry over. What makes the game harder is all the little things the game will change behind your back, almost personally customizing each map to screw you over in some way that you didn't experience in your maniac run, or removing gameplay items or elements that normally was your crutch for getting past a hard chapter. For instance, no silver card. Ever. No warp staff. Unlucky. Drill grounds? No more HP recovery between rounds. Boss abuse? Xp is removed after enough chip attacks. In chapter 4, the first wave of reinforcements in the forts of the sand in front of you appear almost immediately, at turn fricken 2. The enemies that surround Ogma and co become aggressive as early as turn 3. Chapter 5 changes Jeorge's sniper squad AI to attack you the moment you are within their line of sight instead of being right next to them. Not only that, but the chapter also adds a dracoknight in the middle of the map, covering the range not occupied by said sniper squad, forcing you to aggro him to to avoid death by firing sqaud, only doing so will aggro all the western wyverns that normally stay in place until you're near the village. Not only that, but even then, they also screw you over by moving Rickard 1 space up, just so you can't reach him with Julian on turn 1. You can't say they didn't plan this difficulty out. Is it fun? Only if you're incredibly masochistic, but I certainly respect it more than 3 Houses adding ambush spawns to a game clearly not designed around it. The difficulty aspects of this game is a major reaosn why I wanted to make this post, and I will be covering how these maps play out in both maniac and lunatic to give different perspectives to how the map was revamped to accommodate for different types of skilled players, something I very much look forward to nerding out over, so keep an eye on that if you're still curious about just how different lunatic can be. I was gonna go in depth about this in the chapter 1 post itself, but now I'm probably just gonna make that post tomorrow lol. At least I can make it shorter though. Keep it related to the chapter at hand. To answer your question, yes. There's a big difference, and stronger enemies have almost nothing to do with it.
  7. On normal mode, you get nothing. On hard through lunatic, you get 1 set of vulns. Only on reverse lunatic do you get 2 vulns. For those that enjoy playing on regular lunatic, it is very much still possible to get screwed out of Judge Jeigan. As much as I'd like to be among the fe12 council that knows every possible Kris outcome to tell you whether any form of maniac Kris gets screwed over without optimal traits, I mostly pick the same 3 classes, or ignore Kris entirely. But as someone that usually plays regular lunatic, I always have to deal with the fear of literally getting stuck on p1 just because I didn't do armor Kris this time. Heck, I once saw an fe12 lunatic blind LP on YouTube and the poor fella got stuck because they wanted peg Kris and of course they're not gonna know how the trait system works. I dont really count this as such because let's be real. Most dsfe players spam start the second a cutscene appears. I remember Lumel and Toras from their interesting portraits that I constantly see every run, as well as how they play into the maps themselves (10 range early draco and ballistacian who knows geometry). Boss quotes can be memorable too, but admittedly this portrait and just being a birgand in a brigand map makes him very forgettable. At least Gazzak and Gomer looked cool. I havent played the prologue with animations on in so long, I dont remember if previous bosses had boss music or not because they're "le good guys". That also doesn't help. Most bosses are Fe11 pals, and p8 features the important oc. P5 just has an unused unit data face looking like a default image for any brigand in modern FE.
  8. Map design is basically my number 1 concern when it comes to FE. Bad maps are the biggest red flag in my relationships with this franchise that my therapist keeps telling me to stop getting back together with. SoV doesn't have good maps, I automatically hate it. CQ has great maps, I automatically ask for its hand in marriage. TRS had a great story, cast of characters, decent music, and lots of cool worldbuilding elements and events that add replay value, but the maps were Gaiden 2, so I disposed the body and the family never got to mourn their death properly. However, I consider 2 games in the series to have a very mixed set of maps when it comes to quality: New Mystery and Thracia. I'd best describe the overall map design of these two games to be that of "high highs and low lows". I've only played Thracia once though, so we're not talking about that. FE12 time. In case you can't read the words under my profile, my favorite FE game is FE12, and I constantly replay this game, basically every other month. That said, there's so many times where I go "ugh, not this map...". So I'm challenging myself to dissect and figure out just how many maps in this game are doo doo horse manure. Am I being a hypocrite again? Answer: Ruben infected me. I am the Lord of Cord. Reviewing and ranking every single map in this game would take up way too much of my time and space for a single post, so I'll break it down into multiple posts throughout this thread. You can comment how much a certain map caused you grief and misery to convince me to lower whatever number I gave it from 1 to 10, and I'll most likely reply with "skill issue" and rank you out of 10. I hate that I have to say this, but 5 is average, 7 is good, 3 is bad, 9 is one of the best in the series, and 1 is Blazing Blade. I'll go into this with the mindset of both maniac and lunatic mode in mind, as certain maps will have specific lunatic only changes that drastically change the way the map can be played. I'll use images primarily from FE WOD (except for first 2 prologues), as it shows decent images of FE12 maps on lunatic with occasional boxes made to signify certain reinforcement triggers, so thanks to that site for actually caring about this game. I play on a real DS. No way I'm screenshotting my own gameplay. I will not assume the player is aiming for a decent turn count, but instead a run in which they want every chest and all units recruited, as that's how most of my runs tend to go. I'll factor in mind the potential changes of the map if the player chooses to omit saving everybody for a significantly less frustrating or tedious time completing certain maps and am open to suggestions to potential ways to view the map dependent on certain teams the player might have, but if you're not using pirate Wrys, you are playing the game wrong. Part 1: Prologue 1-8 This part will likely be a waste of time, as no matter what I say, replies will most likely be "prologue le bad". Part 1 Rating: 6/10 First post will likely be scuffed and not very informative or in depth of anything major, as I mostly just want to get into the main game already. There's only so much to say about such small maps past "enemies are strong, so block effectively and play aggressive". I'd love to get into the nitty gritty of enemy stats and positioning per chapter and how reclasses can let you tackle certain challenges alongside the plethora of possible ways enemies could approach you depending on when and how you aggro'd them, and on which difficulty you're playing. There's only so much to discuss with prologue stats, as other than using armor Kris or getting Ryan past getting doubled threshold for the 2nd half of prologue, the precise stats aren't too significant. Most units won't get doubled. Athena and Ogma double. The enemies hit hard. The maps are small. Simple as. I suppose I can mention Caeda getting 1 speed letting her double the p7 mrym or 2 speed growths can let her double most p8 thieves on L, but it's not the biggest deal in the world. We need to reach Arran already. Might eventually add tier list rankings alongside ratings to eventually make a map tier list. Depends on how much I care to revive Serenes. I'm sick as Kaga rn. I really don't have much to do rn.
  9. Its funny when Kaga's tryna tell me Julia can't hold a candle to Yoda and Shigen and her stats literally surpassed Yoda by ch30.
  10. Why are you so focused on Julia? Don't women get enough attention in this damned site? He was cool. I can't wait for nobody to be referenced in Berwick due to the lawsuit. I totally didn't completely waste my time playing this game! I don't remember enough teehee lore to recall who's the Berwick shills and Berwick Bully.
  11. There's no such thing as high investment units or any of that funky stuff. It's simply "based" or "cringe". Frost is based. Tiki is cringe. Simple as. From a literal definition, high investment would simply imply that it takes a lot of effort to get them to work should the player really like their portrait and/or personality. However when I refer to someone as such, and how I believe others should see it, a high investment unit is someone who can outshine above a majority of others when invested to upon reaching the lategame. Otherwise, you'd just call them shit. This plays into how well an FE game manages to balance units, which is usually hot garbage. Ests in Kaga FE can be a decent unit given how hard it is to get good level ups in that game. Not spectacular, but decent. Investment is obviously required, but given how these games generally aren't too difficult, it's not much of a challenge for her to catch up. Other units might be able to get said kills, but they're just gonna get +skl again. Maybe a better example would be Dyute (Delthea) in Gaiden. That game is the definition of blank growth emblem. It also helps that when you get her, you've obtained the busted angel ring that doubles growth gains, something a lot of Alm's army were level-ing up without. Of course there's people like Lachesis in FE4, who's one of the few units who has access to a completely busted master class once trained to lvl 20, even if it takes effort otherwise fulfilled by Sigurd being Sigurd. One of the best examples of a high investment unit to me would actually be Leonie from Tear Ring Saga. Her bases are rather low, and given she begins right on Runan's route with some tanky enemies and in a game generally where enemies can appear by the dozen, giving her kills as an archer does take some degree of dedication. However, doing so wouldn't just lead to her being on par with other units, but will completely decimate them. Aside from having a really nice set of skills like paragon and luna, she's also one of the only units in the game to have a move growth, so she won't just be another archer in your team, and that's assuming you actually managed to cap a guy like Ruka. I personally ended up not liking the game overall, but I do think unit balance was done really well in that game. Most units had their nieche. Another thing that I think is really important about growth units in old FE is that Kaga generally would make these with the idea of being replacement units for dead guys, not another addition to your full army. It's super common to look at Est units and go "Why would I use them? I have my full team here". Kaga's answer would most likely be "They're here in case you lost your full team but you keep resetting like a filthy casual." Dyute and Lachesis are likely exceptions, but for the most part, even with skills and good growths in a game otherwise lacking of such, the idea was primarily to provide the player with opportunities to ensure a team is available for endgame even if you were choosing to never reload upon losing allies. Sure, you could just add prepromotes with stats serviceable to the joining time every 2 chapters, but that would get boring and repetitive very quickly. They're likely supposed to be a unique, more fun kind of unit than when trained, can absolutely demolish for the sake of it, even if the payoff is for a short time. Just have fun dammit. FE12 Est is the opposite of everything good about high investment units. In this game, everyone is going to be capped by now. She provides nothing other than being part of a triangle attack that nobody uses. It's not even locked to her squad in this game. In almost any difficulty, she's getting eviscerated. I've used her about 6 times now, and her stats will be that of "max str/spd unit +11" only with less HP and DEF. I still enjoy using her on H4, mostly to piss off elitists and to say I could, but there's no way I could recommend her to someone. If the player in question likes growth units, use literally anyone else. Abel has good growths. Sheema does. Freaking Tomas can pop off if you give him the ch17 draco kills. It's FE12. She will not stand out in any way other than being in a basic class, which honestly hurts her more given her inability to reclass into stuff like swordmaster or sniper for a while. It's so funny just how much she fails as an Est in this game despite literally being Est. I love it. Other FE's are still capable of doing investment units well, again either through skills or not having growth inflation, preferably both. If the game in question is difficult, prepromotes might fall off in the lategame, so completely ignoring investments and being a mega elitist will bite you back hard. The average player probably won't be able to handle FE6 ch21&22 with base Marcus, Zealott, and Echidna. Sometimes that capped magic Lilina can be just what you need. Shoblongoo's Conquest example is pretty good. If the lategame is difficult and the first half isn't too demanding, then powerful prepromotes wouldn't be the most important thing in the world, and investment units would be more helpful in the long run. That said, who cares? Use Frost. He's awesome. What do you mean? That's the game where you NEED Ewan and Amelia! How else will you overcome the biggest challenge of all? Not falling asleep from boredom. Meg is a great high investment unit. She's based. She's fun. You can use bexp strats to basically guarantee her capping. Good meme unit. Fiona.....no she's just terrible. Poor Pelleas being in the same category as Lyre. Guess that's better than the alternative... How do you do fellow Frost man? At least Bantu has his thing of using unique stones in FE12. With the magic stone, you can completely negate all magic damage, which is insanely busted in higher difficulties if used properly. This doesn't make him good int he slightest, but at least I can definitely say he isn't the worst unit in the series. That would be Sophia. If I need to constantly invest in prepromotes and Jeigans to have them lategame viable, are they actually bad units? Checkmate elitists. If you say "but early game", Cord.
  12. Just beat Tear Ring Saga. Here's my ranking of it: It has one good map. It automatically beats SoV and Genealogy. Bravo Kaga. D+ tier. If Berwick isn't at least a B tier, I'm going to make bulls go extinct. My TRS Final Team (Excluding Healers): Decent story, great characters, comedy gold, Eugen, fun weapon and unit set, comfy graphics, awful map design, pathetic enemy gameplay design. The game sucks. Moral of the story: For God's sake, when you make a strategy game, prioritize making a strategy game!!! Time to finish RD randomizer, and perhaps after that I'll tackle Kaga's next experiment: Badwick Stupid.
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