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MisterIceTeaPeach

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Everything posted by MisterIceTeaPeach

  1. It's a rout mission so you can kill the boss before except he's the last remaining enemy on the map. If the chapter is over and you didn't open all the chests, the missed chests are lost.
  2. Chapter 23 has lots of them too. However no reinforcements.
  3. Caineghis can transform immediately for being a laguz royal. He's the best unit in FE10 endgame.
  4. Should know a SNES emulator would break my laptop.
  5. "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. magic bows (flaming arrows, thunderbolts) fug of war maps GBA and FE9 support system rescue, take and drop steal command bringing back soldier and halberdier class bringing back third tier class instead of endless reclassing weapon weight ballistas triangle attack Falcon Knights use swords paladins can choose second weapon type (as in FE9) capturing (as in FE5) more mission types male pegasus knights and female fighters magic weapon triangle Sry, there are more than 10. There's male pegasus knight in a hack I've played.
  6. Maybe you've misunderstood me a little bit. I only wanted to point out the difference of obvious and non obvious ambush spawning in FE6. In chapter 4 the ambush spawning of the pirates is obvious because of the forts. Same goes for the cavaliers and Rutger. This chapter isn't a big deal. Chapter 6 should be only an opposed example. This was sort of unfair to me.
  7. That's obvious, because there are forts. But it's unpredictable for me, if suddenly in chapter 6 a fourth wave of enemies appear after turn 15, although the boss is dead already for some turns and I only have to go for the chests. Or in chapter 21, when a bunch of dracos arrive after turn 25, when I come close to Murdock and I've to beat this chapter in 30 turns. The difference in FE6 is that on hard mode are more waves of reinforcements than on normal mode. Hard mode was hard enough for me to beat all the crap. And when I could beat them all and suddenly reinforcements appeared next to me, I was punished for my good work. In FE13 I know, when and where the reinforcements appear, because it's the same on all difficulties.
  8. Should know that I like large and interesting maps better than small, but boring maps.
  9. Might be wondering, why I started two threads in one day.
  10. Ambush spawning means, when reinforcements appear and move before enemy phase. So you cannot prepare for them. This can be very frustating for first time players. So in my first FE6 hard mode run I absolute didn't know, when and where the reinforcements appear. I had the most trouble in chapter 6, when suddenly reinforcements beside Wagner appeared and screwed me. Personally I don't like this mechanic, because it's a random factor and unfair for newcomers. However it can be used in certain story situations. A good example would be the stealth mission in FE9. Shall ambush spawning return?
  11. For a standard Fire Emblem player as I am, the game mechanics are the most important part of a Fire Emblem game for me. I count this series as a round-based-strategy game and consequently I favour elements, which influence the strategy. If the game mechanics aren't good, the game won't be good. Anyway I see a development, which really worries me. The latest FE games especially FE13 are more focussed on waifu-stuff and fanservice than on good game mechanics and exciting maps. The traditional strategical part is faded more and more in the backround. Since after FE10 none of the latest FE games have good game mechanics imo. 11 and 12 are only just forgiveable, because they're remakes. But at the latest FE13 made at least one step in the wrong direction. Many old classic mechanics are gone: magic triangle missions like defend, escape, defeat in xx turns staves like sleep, silcence, berserk (I even have more ideas, but oh well) fug of war maps ballistas (they even existed in FE11 + 12) weapon weight (should be fixed) steal command for thieves rescue take and drop are removed enemies have healing items and trade them each other enemies uses staves like warp and rescue Therefore it introduced the pair up system, which is unbalanced and no alternative of the classic take and drop. On higher difficulties the classic 1vs.1 battles don't exist anymore. Do you agree with my statement? Which Fire Emblem game has the best game mechanics?
  12. Has a description of the Necromancer in his spoiler.
  13. Should know my knowlegde of Akaneia isn't that great either. Only played the remakes and FE12 was on Japanese.
  14. Ninja'd me. Should know Levant is talking about FE10 endgame.
  15. There a lots of threads with this topic in this section so it's time for copypasting once more: My wishes: light magic => magic weapon triangle staves like sleep, silence and berserk and maybe some new staves ballistas weapon weight (however it has to be fixed for mages) anima long range tomes steal command for thieves much more mission types (defend, escape, rout mission in XX turns) bringing third tier class back instead of endless reclassing Maybe I can think of more... I know it won't happen anyway.
  16. Has a location, which sounds like a videogame but isn't.
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