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MisterIceTeaPeach

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Everything posted by MisterIceTeaPeach

  1. So much I'd like to see it back, my hopes are limited since FE13.
  2. Technically Sanaki is the best mage in the game, because she's excellent growths aside of speed and better caps than the male and female arch sage class. The only issue is her very low base strength. But her 40% growth will equalize it very soon. She actually only needs 8 strength to use rexfire without AS penalty with blood tide. And she's capable to double the aura thanks ro rexflame +3 speed boost.
  3. About weapon weight: I'm not a big fan about the con-rule in the GBA-games. It disadvantages female characters and some classes. In the GBA-games I never give first tier units steel lances and / or axes because of the speed and evasion loss. In FE7 and 8 the tomes are way too heavy. Lute as mage can use no single tome without speed penalty thanks to her ridiculous low con. And Lyon has 5 AS! Brave weapons are ridiculous heavy and ruin the brave-effect (of attacking four times) for the most classes. The weight of each single weapon has to be fixed. The weigh difference between slim and steel weapons has to reduced radically. I'd prefer the strength- or build-rule. However it has to be fixed mainly for magic users. I think it would the fairest solution, if the skill stat buffers the weapon weight, because it wouldn't disadvantage any classes. About difficulty: I agree with this statement: About staves: I'm surprised that lots of people don't want to see them back. As I said in the topic "Staves", they're a good alternative way too "hurt" your enemies. There are some good situations you can use them very well (FE4 berserk against Ishtar or in FE6 sleep against Douglas). The silence stave is absolute welcome against all long magic range users. About A.I.: In most games the A.I. works that the enemies always attack the weakest unit (worst defense / resistance) regardless whether the enemy can oppose. That means the enemies take the risk to kill theirselves. It doesn't make that much sense to me. In FE10 an enemy with a 2 range weapon never would attack and enemy with a melee weapon, except it can do a fatal hit to a 2 range enemy or the enemy has provoke. Another thing is that wounded enemies run back to their healers or they trade and use healing items. It's more realistic in my eyes. I didn't even mention mechanics like FE5 capturing or ledges, because they appeared each in only one FE game.
  4. I actually thought it be obvious that my comment was focussed on the endgame especially the final map.
  5. Apparently uses a different SNES emulator. SNES9x doesn't work either.
  6. Should know my laptop crashes, if I start the ZSNES emulator.
  7. Actually this topic could include staves as well. Weapons: reaver weapons, which replace the skills in FE13 (axebreaker etc...) magic bows (flaming arrows, thunderbolt) => belongs to anima magic FE10 weapon types (steel great weapons) magic swords of all elements (FE9 runesword=fire sword, wind sword, thunder sword, light sword, dark sword) bolt axe and flame lance from FE9 ballistas knives for thiefs Staves: "Blind stave": It reduces the hit rate of an enemy by 50% for five turns "Bann stave": same effect as the warp / teleport stave with the only difference you use it on an enemy "Flame stave": Enemy suffers burns for five turns. It loses 10 HP before each player phase. "Vegetation stave": It changes the enviroment and affects the terrain. The landscape can be changed into desert, snowscape, marshy landscape or volcano terrain. Desert: every unit except for fliers, mages and thiefs are affected. Snowscape: every unit loses three movement. Marshy landscape: every unit is affected except for fliers. Swamp space = thicket. Volcano: Traps appear (as in the GBA-series). If an unit is placed on a trap, it will lose 10 HP everytime. This endures five turns. all the staves of the GBA series have to return
  8. In my normal mode runs I've played Ilia, in my only hard mode I've played Sacae accidently (I didn't know the conditions). Ilia: 17A was easy. Only beware of the ballistas. 18A wasn't hard either. Visiting the village was the biggest challenge. Magic shield on Miledy and she can take out all the shit. 19A was the hardest map because of fug of war. But unlike Sacae it's the only fug of war map. Only beware of the peggies that they cannot fly behind your line. However they're pretty slow (except for the Falco), because they use steel lances and get massive AS penalty. The boss is a joke. 20A was pretty short for me by warping Rutger with armorslayer to Roartz in turn 2 and Roy in turn 3 to finish it. However the enemies have some nasty staves and beware of the ballistas. However much easier than 20B. 20AX was easy. Only bring some restore staves to the map. Sacae: 17B wasn't a hard fug of war map. Only catching the thieves was hard. I couldn't save the house on the right. 18B was annoying, because the Nomad Troopers could cross the river and come behind my defense line. They were damn fast and could double some of my units (Roy included). 19B was easy. Only the boss was tough because of his 27 AS. However Rutger could one shot him with a critical hit. 20B was very annoying, because it was another fug of war map with really nasty enemies. The two bolting sages could one-shot my units as the two ballistas could. 20BX was similar to 18B. Ilia seems to be easier, although I haven't played this route on hard mode yet
  9. Rutger cannot double Gel at all, because he has 27 speed and Rutger has a swordmaster cap of 30. However he can easily oneshot him even with a killing edge, if he has maxed strength. The only scary thing is that Gel can oneshot him with a critical hit, if Rutger hasn't enough defense. Rutger was the best bosskiller in my FE6 HM run. He killed almost 75% of the bosses. Murdock was beaten with the armorslayer in one turn. Same goes for Zephiel by two critical hits with Durandal. Axeusers don't play a role for me on hard mode regardless whether they're good . Axes are absolute inaccurate and I truly wouldn't have the time and patience on hard mode till Gonzales hits an enemy sometime.
  10. Actually I would like the FE10 1x1 support system, if the conversations weren't be so bland. Gameplaywise it was excellent, because you can cancel and recover the support any time in the game. In the other parts you can only break the support, if one of the two characters dies. If the conversations are better, I definitely go for this.
  11. In the endgame Jill (imo the best unit in the game) is better than Haar because of her higher speed. Thanks to her 35 speed cap she can double pretty much everything on normal mode and is a much better dodger. However Haar as axeuser against enemies with physical weapons should work too.
  12. I only play console games and these have to be physical copies. The only exception is FE13, because I got the 3DS Fire Emblem edition. If possible I even try to get a physical copy of games for my consoles, which weren't released outside of Japan (FE12 and Tales of Hearts for NDS). Virtual console games (GBA) are excepted.
  13. The title might be a little bit to soon. FE12 has some new features like an avatar and support conversations, but there also some mechanics removed (dismount and weapon weight). It looks like for me that the latest games are simplified for the younger generation. Games like FE5, 6 and 10 have a pretty high difficulty even on lowest mode. Eight-year-old children probably won't master these games because of the high demand of mathematics and logical thought. In general the rised part of minor aspects is obvious. It's even focussed too much on characters than on the story, mechanics and map design. The arts of some characters like Micaiah were the reason, why I never felt like to play the DLCs. They didn't have a purpose except for distribute fanservice and support conversations, I'm not interested in. In general I actually don't despise everything in the latest games. The avatar was a good idea, however it's often used for different purposes in the fan-community. The pair up system was actually an interesting idea, but it was implemented poorly. It only functions to survive lunatic (+). Pair up can still exist, if the enemies can use it too. A 2 vs. 2 battle like in Advance Wars or other RPGs would be interesting and gives you some strategical capabilities.
  14. I wouldn't completly despise to see the pair-up system back. However it has to be improved. It was just stupid that in FE13 the classic 1vs.1 battle didn't exist on lunatic (+), because you didn't have a chance with only one unit because of the overpowered stats and skills of the enemies. Speaking of luna skills: Hell NO! No return! The pair up has to be nerfed and enemies can use it too. A 2vs.2 battle (like in other RPGs) would be interesting and viable. You command your two units, which of the enemies they shall attack. Same goes for the enemies. It musn't replace the classic rescue, take and drop.
  15. Guessed wrong. Noticed in FE1. Watched LPs of both games.
  16. Is correct. Never use any axe users in FE6 except for paladins (Marcus, Alan, Lance, Percival). Geese is fine, but the accuracy of axes isn't.
  17. Giffca's speed advantage isn't decisive, because Caineghis already has the "magical" 34 speed, which means he can double the aura with whitepool. Imo it's more worth to bring Caineghis to the final map, just because he can attack in turn one already unlike Giffca, who has to use a laguz jewel / stone.
  18. Asked for Levant's permission. Only in FE6 because of shitty accuracy.
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