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MisterIceTeaPeach

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Everything posted by MisterIceTeaPeach

  1. 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.
  2. 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.
  3. Should know that I like large and interesting maps better than small, but boring maps.
  4. Might be wondering, why I started two threads in one day.
  5. 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?
  6. 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?
  7. Has a description of the Necromancer in his spoiler.
  8. Should know my knowlegde of Akaneia isn't that great either. Only played the remakes and FE12 was on Japanese.
  9. Ninja'd me. Should know Levant is talking about FE10 endgame.
  10. 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.
  11. Has a location, which sounds like a videogame but isn't.
  12. Probably dislikes it, if a cat is shitting on the bed.
  13. Should know I only have a cat inside and more than 20 outside.
  14. First you fight against me for fun and then I fight with you for honor. I'm impertinent and clumsy sometimes, but have lots of power in my arms. My biggest target is to show who's boss and to protect the big family. I'm unique in this game... and will be smited by my "soon-to-be wife".
  15. Doesn't like large maps. Actually I've not played this game. However this game has less chapters than in average, but therefore larger maps. And one chapter consists of several story parts. The map size wouldn't bar me from playing this game.
  16. Has many female characters in his spoilers.
  17. I'd recommend to forge an axe and lance instead of blessing the brave weapons. A forged silver weapon has almost as might as two attacks of a brave weapon and has a much better accuracy, which is very important against the final boss. Rexfire weighs very much and so it reduces Sanaki's attacking speed a lot. However her strength growth is pretty good and with a few bexp. levels she can reach the strength to use it without any speed penalty. A red dragon next to her would also help her. Rexfire has one more might and better accuracy than Cymbeline ahd gives her +3 speed. Forge the Vague Katti, because it's more powerful and has better accuracy. The wyrmslayer isn't useful except for E-3. It has low might and accuracy. Definitive no good weapon for the final boss, who has five authority stars.
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