Jump to content

Search the Community

Showing results for tags 'bows'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem: Engage
    • Fire Emblem Heroes
    • Related Games
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Member Title


Jabber


Skype


Yahoo


ICQ


Website URL


MSN


AIM


Interests


Location

Found 5 results

  1. Hi, I've done a quick patch for TSS. This includes: - Bow range changes and longbow is a semi-siege weapon - Bows are not anti-air except short bow, renamed Anti-air Bow - Staff range changes - Weapon stats and price changes for better balance - Swords are called Blades and blades are replaced with knives/daggers with stats equivalent to javelin/short spear/spear for the sword line - Better class distinction without altering the way they work - Nerf to mounted units (caps and fliers get 6-7 movement instead of 7-8), most of them can't double the final boss except Eirika/Ephraim (late promo), max def/res nerfed too (+5 from unpromoted class with tweaks due to branched promotions - Great Knight 8 movement, paladin is more like silver knight (lance) while GK is gold knight (axe) - Seth's bases untouched but he falls off towards the end of midgame even at level 20 - Promo gains drastically improved (more like Fates promo bonuses, some are Awakening level like trainees into t1 and knight into general, although the base used is closer to Radiant Dawn t3 promo gains) - Trainees have 5 base move and usable bases (Ewan's bases untouched but he gains better stats on promo to make up for that) - Mage Knight is now a frontline class - Most units got base stats changes due to their class bases improving and some got personally buffed (pegasi mostly) - Lgd weapons give +3 instead of +5, bow gains str instead of luck, Vidofnir is now correctly between Audumla and Garm, Wt is similar to iron/E rank, no monster effectiveness - Naglfar weighs 6, so Lyon doesn't lose spd anymore - Spd capped general with Garm can still double endgame boss (from 19 spd with Garm's +3) - Enemy growths are more balanced, following their class theme (expect promoted enemies to be closer to Fates proportionally to the stat caps of TSS) - Monsters have better bases and follow the same growth pattern as humans (beware of fog maps) - Rogues have 7 movement since thieves have 6 - Everyone is usable, some units fall off (Seth, Forde is what the womanizer cav from FE6 should have been, Garcia but he has a longer lifespan) - Changed the dragonstone a little, now Myrrh is better for the time it lasts - Soldier is now more like Radiant Dawn soldiers, bases and growths (don't put weaklings in their range) - Formortiis has -5 def/res since you don't have effective weapons anymore (except...TA-DAAA! Myrrh's dragonstone! And now she can even double him) - Try different promotions, mounted promotions give less stats than unmounted to classes that don't have a mount in t1, making up for the advantage in mobility and they fall off anyway Link for download (patch US clean ROM with an UPS patcher): https://www.dropbox.com/s/20snosffcvdbek6/FE8%20simple%20patch_full%20balance%20patch.ups?dl=0
  2. Hi, As much as we say Conquest lacks bows, the fact is that every 1st gen unit can get a bow class (some only after promotion but still) without using Corrin at all. SO, I'm immediately getting to the point: Let's play a full bow wielding party! Rules: 1. No Boo Camp unless it's really too hard. 2. No stat-taker skills (strengthtaker and co). 3. Use as much gold farming as you can (you'll need it) and buy second seals/friendship seals from other castles. Marriage seal should not need to be bought from other castles since you've got 3 by chapter 14 or so. 4. Reclass ASAP if reclassing is needed to get a bow (except healers, you keep them until you've got 1 or 2 adventurers, depending on your need for staves, I suggest heavy heal spamming to get adventurers ASAP so you don't have to use E staffers too long and magic bow users at E rank). 5. It's not a race, if you're loosing your mind, just do something else and come back whenever you want. 6. Everyone get a bow class, even benchwarmers (at least they can shoot at each other from each side of the bench). It wouldn't be funny otherwise! 7. No other restriction, skill buy if you want since builds are the most funny thing to go for in such a run (especially if you don't want to do point blank DLC for each and every unit you'll play). 8. HAVE FUN! - - - - - My team would be: - Jakob bow knight (from Felicia S), not usable before long though; - Silas bow knight; - Kaze mechanist; - Mozu sniper, maybe Kinshi for diversity (+ she's the only potential kinshi who doesn't need good growth rates from the class since she's got good ones from personal + aptitude); - Shura himself; - Xander bow knight (A+ Laslow), although he could go mechanist too (A+ Kaze) but he would be completely unable to wield his personal sword and he would only loose HP, str, def and mov from paladin so I don't think it's worth it (bow knight gives instant +2 speed, which is all Xander needs to rock with much less investment than he'd need in paladin, 18 base spd >>16); - Leo adventurer or bow knight (A+ from Niles, I haven't decided yet); - Camilla bow knight (A+ Selena); - Elise adventurer (S Niles) to keep staves; - Laslow bow knight (saving a second seal + bow knight 2 speed advantage is better for him than mechanist mediocre bases + growths); - Peri mechanist (S with Kaze) because I think the class suits her more thematically (it's weird, unappealing, and puppets are creepy, sadly mechanists don't summon or control puppets...), but bow knight is possible too (A+ Selena); - Beruka bow knight (A+ Selena); - Selena Kinshi because we've got too many bow knights already; - Odin adventurer (we need staves and we're already lacking them too much); - Niles depends (if he's got enough mag he goes adventurer, if he's got too low mag he goes bow knight); - Effie sniper or Kinshi (A+ Mozu) (sniper is more effective but Kinshi is still fast, increases greatly her res and there aren't many flying archers for the moment); - Arthur bow knight (A+ Niles); - Nyx adventurer; - Charlotte bow knight (S Keaton); - Benny either bow knight or Sniper (a tank not vulnerable to bows is nice so Kinshi is out); - Keaton bow knight (A+ Laslow); - Gunter bow knight; - Flora bow knight (A+ Felicia); - Izana mechanist. Corrin can be anything so I don't mention him/her, although ballistician Cornflakes could be funny, if I don't end up giving dat class to Gunter with a +2 silver bow for a decent attack and accuracy, and he can get more attack without having to fight with moar and moar foarges.
  3. Good Morning I am new to this forum and I am trying to learn to use Photoshop. I have designed a weapon system for fire emblem I hope you like it and I wish to get some feed back on what people think about it and how it will affect class composition and game play etc Weapons Swords will cover all variants on traditional blades: Rapiers, Broad Swords, Sweihandlers and also oriental blades such as katakana and masamune etc Axes are covering blunt weapons such as clubs, scythes and magi-stars. Lances cover piked weapons such a tridents and poles etc Magic Arcane is the new replacement for "dark" magic. I found the term quite archaic so I replaced it with the study of the arcane mostly dealing with space and time. practitioners can use spells such as warp, re-warp, teleport and worm. They will also be able to build nexus's, powerful areas on empty times that serve a variety of functions, for example similar to the light rune from FE-7 and the effects of the barrier staff. These concepts are still a work in progress. Tomes represent the contemporary studies of magic and are concerned with the manipulation of energy in it's terrestrial forms, Fire, Wind, Ice and Thunder. These will all be lumped into a Anima and fall under the Weapon Type of tomes. Not all mages will wield every type, for balancing issues. I am still playing with this concept. Users of Scepters specialize in light magic which can be used to vanquish otherworldly creatures, bestow powerful buffs and deal damaged with excellent accuracy. Projectiles All projectiles have a max range of two from the get-go, some classes many have attributes that modify this to their specialization. Kunai still work as de-buffers but will also receive a new feature, the "set trap" command which can be used on various surfaces to incapacitate, debilitate or eliminate foes. Guns are a new weapon that will be in early stage of development in the story line. Not many classes will wield this weapon as it will be specifically implemented as a siege weapon; Cannons. The application of airships is also something to consider. Considering allowing it's range to be in cardinal directions, only impeded by trees, walls, etc. Bows will have more variety between those that have a 1-2 and a 1-3 range which I hope will redeem archers. Otherwise no changes. Magic Effects Primal: All characters will have access to this in some form or the other whether it be a mount or a beast stone to transform into a creature, dragon, taguel etc. There will not be many major stat boost when it comes to mounts as i feel the extra move and weaknesses will be enough of a trade off. This will require more discussion. Mounts I have in mind are: Alicorns, Griffins, Dire Wolfs, Horse (of-course) and Rolling Calfs(Dark knight Only). Staves have been nerfed and buffed, many of the effects they used to have, have been handed off to wands, however they will retain their healing and status relieving function (heal, physic, fortify, etc) and as a design choice will be mostly composed of wood and other living-esque materials to differentiate them from scepters. Range of most spells are not 1-2 except Recover. Staff users will have some attacks, mostly endgame and boss only magic, based on the earth and water to manipulate terrain. Still researching this. Wands, impose your will upon the flesh using blood magic. Use of wands drain the users health upon casting. Users will have access to spells such as: Warg(Control an enemy, cannot move during this), death(causes instant death, low accuracy, bosses immune), sacrifice(heal an ally using your hp (conversion from hp lost to hp gained will be 1/2 higher.) etc. Please leave comments and feedback, thank you. *This is my first time using Photoshop pls excuse the choppy work.
  4. So, I want to have the FE8 General class use every strength-based weapon (swd, axe, lnc, and bow). But the custom battle animation editor in Nightmare 2 only lets you have 4 weapon animations. Is there a workaround for this?
  5. Does anybody know if Oscar needs to have bows to perform the triangle attack with his bros? In all my playthroughs, I've given oscar bows, so he can do the triangle attack and be like him in FE10. But I heard recently that Oscar doesn't need bows. Can anybody confirm if he needs them or not?
×
×
  • Create New...