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Cdijk16

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    Thracia 776

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  1. In order to make an FE game with the worst possible gameplay, I'm going to take some gameplay aspects of all the FE games that I have played, turn them up to 11, tweak them to make them extremely unfair, and chuck them all into one game. Just to be clear, none of the games listed here have issues anywhere near this bad in reality, I have exaggerated them to make them even worse and for comedy. I also don't hate any of the games listed below- I actually really like most of them. 1. From FE4(GotHW): Make all of the maps extremely large and make them have extremely large swathes of empty terrain(Like 90% of the map) that have you to walk your units through to get to the objective. To turn it up to 11, the maps will have extremely rough terrain that slow down Cavalry to the same speed as Infantry units and Fliers will be zoned out by Ballista constantly. 2. From FE5(Thracia 776): Remove the ability to adjust starting positions of units from the preparations menu and make every map a multi-front one that requires specific units to be on specific fronts of the map to beat the map reliably(This is fairly benign in FE5, but it has the potential to be really unfair in conjunction with the other gameplay aspects of the theoretical worst FE game). In order to manipulate starting positions, you would instead have to painstakingly keep track of deployment order and which unit is in what unit slot. I'm also going to throw in FE5's version of Fog Of War here and put it in every map for obvious reasons. 3. From FE6: Give all weapons in the game very poor hit rates, causing most units to have below 50% disp. hit on most enemies and much lower true hit due to the 2RN system. 4. From FE7: Have an extremely long and wordy tutorial that cannot be skipped even on repeat playthroughs and doesn't even teach you about various key mechanics like the use of the Rescue command. (even worse version of Lyn mode) 5. From FE8: Every map has a very large of number of Mogalls. (based on Phantom Ship) This doesn't sound that bad, but it will be compounded further by some of the additions from the other games such as making every tile a swamp tile and adding Fog of War to every map. 6. From FE9: Extremely long and un-skippable animations. (every combat will take ~1 minute, meaning a hectic enemy phase could literally take hours to get through). 7. From FE11: Inflate enemy stats to an extreme extent and make it so that your only units with good combat are constantly at risk of dying to a low% crits. Also have no checkpoints or rewind mechanic to make resets more punishing. (A much more extreme version of Hard 5) 8. From FE13(Awakening): Give all enemy units two random and highly impactful skills(Like Vantage+, Luna+, Aegis+ etc.) (Based on Lunatic+) 9. From FE14 Conquest: Give all enemy units highly impactful skills and make them hidden from the player. This is further compounded by the addition from FE13. (I think enemy skills are perfectly fine in base CQ, but this tweak makes them very unfair) 10. From FE15(SOV): Make every tile a swamp tile that reduces all ground units movement to 1. In addition, give all Mogalls the ability to replicate themselves on any turn they aren't in combat. This will massively compound the addition from FE8. 11. From FE16(FE3H): Add extremely strong ambush reinforcements that can one-round KO most of your units, have extremely long threat ranges(long range tomes, Bow Knights with 4 range etc.) and give all of them Pass.
  2. I'd like to see a variant of the Pegasus Knight class line that specializes in using Staves. By this I mean that they would start with Staves in their Tier 1 class and promote to using Magic + Staves, like Clerics but on Pegasi. The reason I want this is because Rescue staff + high movement unit(especiially fliers) are very fun to use. It would also be cool to have other high rank Staves like Warp + status staves on a high movement flier. There have been Staff Pegs before, but they only got Staves in their Tier 2 classes and/or had really poor Staff ranks (FE4/14 Falcon Knights for example) or had super limited availability like Elincia. I'd like to see this concept in a more fleshed out form in future games.
  3. Would applying an Average Stats patch to an FE6 rom that has this patch applied cause any technical issues or major/ game-breaking glitches?
  4. Most of the requirements for the gaiden chapters where the legendary weapons are obtained are really lenient and easy to fulfill if you know about them beforehand, but it is possible to fail some of them if you're playing blind and not resetting for unit deaths. Here are the requirements to unlock the gaiden chapters: 1. Chapter 8x: Keep Lillina alive. 2. Chapter 12x: Beat it in 25 turns or less. 3. Chapter 14x: Beat it in 25 turns or less while keeping Sophia alive. 4. Chapter 16x: Keep Douglas alive. This is the easiest one to miss if playing blind because he is an enemy unit and the game doesn't make it clear you're supposed to keep him alive. I recommend using a Sleep staff on him and then walling him off with a few unarmed units. 5. Chapter 20x Ilia: Beat it in 25 turns while Zelot and Juno are alive. 6. Chapter 20x Sacae: Beat it in 25 turns while Sue, Shin and Dayan are alive. 7. Chapter 21x: Beat it in 30 turns while Melady and Zeiss are alive.
  5. My favorite things about FE6 are as follows: 1. I really like the Secret Shop in Chapter 21 that sells Boots and all other stat-boosters. It really rewards you for managing your finances well and gives you an incentive to save money. I think that Gold management is something that FE6 in general does very well and the Boots shop is a great example of that. 2. I like the fact that Javelins and Hand Axes are worse that in the other 2 GBA games. This way, the meta doesn't turn into Javelin/Hand Axe fest like in FE7 and 8. It takes more thought to clear out enemy formations in FE6 than in those two games(this is also in part due to higher enemy quality), and I like that. 3. I like the game's relatively high enemy quality; it really helps sell the villains as a serious threat.
  6. I couldn't play it directly from browser at time of posting, was getting the same error as Shanty Pete's 1st Mate. That's why I tried to download it. Anyways, it is working now.
  7. How do I view this story? When I attempt to download the webpage linked as file so that I can import it into Twine, I get the error message "couldn't download, no permissions". What am I doing wrong here?
  8. I see. How hard would you say Birthright Lunatic is relative to Conquest?
  9. There wasn't really anything in either of those two posts that you mentioned which could be seen as an insult. Why do you perceive them as insults? I also don't really see any hateful behavior in this thread.
  10. 1. Do units purchased from the Einherjar shop remain in your party permanently or just 1 chapter? 2. How hard is Lunatic mode of Birthright relative to other games in the series?
  11. Mounted units are treated as having 20 Constitution for purpose of Capturing, so enemy mounted units can capture anything with less than 20 Con. That's why the 13 Con Wyvern Rider was able to capture Xavier.
  12. Why didn't you use the Sleep Sword you obtained in Chapter 16B to put the Leonster generals to sleep prior to turning any of them green? That would have stopped them from killing each other and made the process much more consistent. The civilians ignore status effects that prevent them from talking, so they can speak to the generals even if the generals are asleep.
  13. I like the FE5(and FE3 since it uses the same system) support system the most in terms of game mechanics. I like the fact that you don't have to go out of your way to grind supports like in the GBA games. Every support giving 10/20 Hit, Avoid, Crit and Crit Avoid also makes support bonuses much easier to keep track of. I also like how it synergizes with FCM to enable 100% crit setups. (for example with Karin and Fergus during Manster arc). I also like FE9/10 supports because you don't have to go out of your way to grind them, you just get them passively by deploying units on the same map.
  14. Chapter 11A/10B Speedwing: Speed is one of the most important stats for combat units in this game, and doubling reliably is hard for most units in FE6. These two factors make the Speedwing one of the most contested statboosters. Alan: An average Alan can have doubling issues on hard mode, Speedwings help in remedying this. 15/1 Alan averages 14 speed, which fails to double most of the faster Cavaliers in Chapter 13 for example, but he can double nearly all of them with Speedwings. There are many more examples of enemies he can double with +2 speed but cannot otherwise. Notably, he becomes more consistent at doubling some of the Wyvern Riders and Cavaliers in the route-split chapters. Dieck: Same principle as Alan applies here. 10/1 Dieck averages 13.5 Speed(Rounded down here to 13 speed), which is just shy of doubling a lot of enemies. +2 Speed is enough to push him into doubling territory on Chapter 13 Cavaliers for example. Noah: Same principle as Alan above. This is lower on my list because Noah is usually weaker than Alan overall. Zeiss: Same principle as Alan above. 10/1 Zeiss averages 14 Speed(assuming he rolls 11 base speed), which gives him the same benchmarks as Alan. +2 Speed makes him more consistent at doubling the Cavaliers and Wyvern Riders in the Ilia route chapters and Chapter 21(the unpromoted ones). Resource for enemy stats:
  15. Chapter 11A/10B Orion's Bolt(2): It sells for 5000G, which is equivalent to 1.25 Boots. I recommend using the first on Shin and selling the second one. If you're using Sue in the long term, she can use the second one as well, but Sue is not very good in long term due to her poor strength growth and middling stats overall. Shin: He has no competition for his promotion item, which is a rarity in FE6. The +50 WEXP from his promotion lets him use Killer Bows, which lets him reliably one round Wyvern Riders and gives him a ~60% chance to ORKO almost any generic enemy with a hit + crit. He also gains Iron Swords upon promotion, which can help him in dealing with the Chapter 14 bandit reinforcements but are mostly useless otherwise. It also gets him to B rank for Brave Bows much faster. I recommend promoting him around Chapter 13 as he can one round the Chapter 13 Cavaliers and Paladins with a Killer Bow Hit + Crit once promoted, can one round them somewhat reliably if using a Brave Bow, and Brave Bows make him more reliable against the Chapter 13 and 14 Wyverns. Sell: If you're not using a 2nd unpromoted bow user, which I would recommend, you can Sell the 2nd Orion's Bolt in exchange for 5000G (1.25 Boots) with no downside. Chapter 11A/10 Dracoshield: This one is hard to decide on. +2 Defense is a boost that pretty much all physical combat units appreciate, but it is fairly hard to decide who benefits you the most by gaining it. Alan/Lance(whichever is promoted): These two are both strong combat units with high movement and benefit a lot from being able to be positioned more aggressively and requiring healing less often. Bulk of 16/1 Alan + Dracoshield: 36HP/13.75 Defense(Rounded to 14), Bulk of 16/1 Lance + Dracoshield: 35HP/13 Defense, Defensive Benchmarks in spoiler below. Numbers are not completely reliable due to stat variance in Hard mode. Miredy: Level 10 Miredy + Dracoshield has 38HP/17Defense. Once promoted, 10/1 Miredy + Dracoshield has 43HP/19 Defense, both of which can be slightly higher depending on growths. Just to put into perspective how massive this is, promoted Miredy + Dracoshield is only 11HKOed by 23 attack Cavaliers in Chapter 13. Dracoshield takes her already huge durability to massive heights. Defensive benchmarks in spoiler below comparing Dracoshield and non-Dracoshield promoted Miredy
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