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nflchamp

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Everything posted by nflchamp

  1. I'd drop Zihark down to Shinon and Nolan out of High, but that's just me.
  2. +/- utility Smash didn't agree with it then, he won't agree with it now. I'm still of the opinion that it's accurate.
  3. If you're not one of the best X members of the team, where X is the number of unit slots available, you're negative in smash's mind. It's the only thing I don't care for with smash's +/- utility.
  4. Strength (not DEF, surprisingly) is easily the biggest problem for Eddie at the beginning of the game. Sure, that amazing growth helps in the long run, but Eddie's output sucks at the beginning of the game.
  5. Volug puts that energy drop to good use all the way into part 4. It'd be tough to argue that anyone else has a great chance of getting it. At least it's being argued for someone who shows up before Volug and can take it before it rots in the convoy for a while.
  6. Ignoring the fact that neutral utility =/= middle.
  7. Hence why Lehran needs to drop below her. He's barely positive, even less so than Sanaki.
  8. Somewhere in here smash is misinterpreting us and thinking we're saying Sanaki is a great unit that can always do something every turn without care about enemies. Oh, and for Sanaki getting doubled I have two words: forged fire.
  9. You mean, how you say you can train X bad unit w/o them slowing you down and then never show anything about how to do it? It's not very convincing that they're doing anything or that they're good, to tell the truth.
  10. You solely have to convince everyone (or enough people) that Neal>Leo for the move to happen. If Leo is re-argued above Neal, then Leo is re-argued above Neal. The burden of proof comes in convincing people that you're right.
  11. Yes, but I find it funny that smash chose to complain only about Int saying it when everyone else here has tacitly said the exact same thing through explanations.
  12. I find it funny that smash is mad at Int despite the fact that the rest of people who discuss Sanaki are the ones who constantly show how her durability isn't so big a deal that it makes her negative.
  13. Hey, smash, just to ask, but do you know how many rounds Sanaki is killed in by the common enemies in 4-P and 4-3?
  14. I'm pretty sure the term was actually "procedure", but beyond that it's the same. Something like "spec_proc" for special procedure or something like that.
  15. Alright, I admit, he's "going" in 1-E. Then he slips back to semi-retarded in 3-6 by getting doubled by cats. Though I guess semi-retarded is better than most of the DB.
  16. Titania probably smokes Mia in EM/NM. <_<
  17. But Merlinus's positives aren't that big. He's net neutral in basically everything but funds. He'd still lose to every unit whose positive majorly (or even somewhat) outweigh their negatives.
  18. Only cheap until you consider the Part 3 losses (items/EXP). Not so clear after that.
  19. Volug, Ranulf, Lethe, and even Lyre can make SS strike by endgame without much problems if you use them. Doesn't reflect any on how good they are (namely, Lethe and Lyre suck), but they'll reach SS strike.
  20. The fact of the matter is, Sanaki isn't bad enough and it is easy enough to protect her (aka her negative for durability is small). And she does good damage as not everyone on your team is one-rounding (aka she gains positive utility).
  21. Whoa, whoa, whoa. What is this "open field" crap? 4-P is lolidans and an asstard of thickets. It's like having a bunch of pseudo-corridors that let you send the enemies to whoever you damn feel (like, the people that kick ass). 4-3 is the desert. No one can move in the desert to the point where so long as the enemy Sanaki attacks is killed (either by her or a follow up) then she'd not getting attacked. You only have to watch out for the ~4 wyverns at the edges of the map. Sanaki's durability is bad, but it isn't a huge detriment.
  22. It's strictly important for tiering and comparisons. Once a couple of stats for a unit are capped, instead of just dumping BEXP on them, you get a unit close to a level up through combat and then finish the level off with BEXP. Obviously only one level can be gained in this way at a time, hence "slow-playing." It reduces the cost of taking large amounts of BEXP by spreading it out and making more available to the rest of the team at any given time.
  23. Volug's Part IV will probably look better in HM. You won't have as many units that are rocking, but he'll hardly be different because EXP differences don't really affect him a lot anyways. It shifts his okay to good.
  24. This board is largely in the camp that equal distribution of resources is a stupid idea that contradicts efficiency. So whatever is justified as an efficient way of using resources is put into effect rather than equal distribution.
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