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Interceptor

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Posts posted by Interceptor

  1. I think it's pretty obvious they refer to knives as a whole. You know, the whole weapon type.

    I think it's pretty obvious that I was also referring to Knives as a whole: knives and daggers. One part was perhaps worth saving, the other not so much. Is there a point to this comment other than poking an 8-bit dog with a stick? Because I don't have a lot of patience for people who nitpick for no particular reason.

    Knives were alright to some point, but I think that's mostly due having the advantage of having a Jeigan thief. After that, they're relatively mediocre, and their Silver counterpart only has a measly 15 uses.

    Seems to me like being useful within the context of the game, justifies their existence there. There's no reason it couldn't have also been done here, albeit with some necessary adjustments.
  2. Yeah, that happened to me on many occasions and it is rather annoying and makes the tonics (sort of) less than reliable. I have no problem justifying waiting for them to disappear though as long as I don't screw with Anna merchants or barracks in the meantime.

    It crunches the money supply to make them reliable, which was the point of talking about that in the first place. Tonics can be really important in the earlygame. Waiting for impossible Skirmishes to de-spawn, is a really crappy Plan B.

    What he said. I've found the AI behavior is really screwy especially with regards to counter, but it likes to ignore that counter even exists (see the wyvern in my chapter 9 log) except in extreme circumstances where it likes to go kamikaze on you (this happened to me once as I briefly mentioned in chapter 6), but there is probably some other explanation for this.

    I'll be doing a little bit of testing on this casually as I play through, maybe shed a little light on it. I've already noticed the "prefers to deal damage" behavior when it comes to counter-attacks (that's how I trained Lon'qu).
  3. Either it's these Paralogues or this game got easy again real fast. Or doing every Paralogue just allows for too much extra leveling.

    The second thing. Picking up children gives you a lot of extra EXP. I think that the story is balanced (to the extent that it's balanced at all) around not doing Paralogues.
  4. It's called Infinite Regalia and/or Golden Gaffe.

    Spare me. You make an case for weapon weight from the standpoint of strategic depth, and when someone points out that you don't have a leg to stand on (you're ignoring opportunity cost, and inherent usefulness of weaker weapons), your retort is to use DLC/skirmishes to grind, which... removes strategic depth.

    This is an argument straight out of a Cracker Jack box. Your complaints are dismissed.

  5. I tried using Virion on my run that allowed grinding and he didn't get too much less squishy throughout the game and had some speed issues (although not huge issues, just that very average place where he couldn't double, even with a tonic, but wasn't in danger of being doubled, either). He could generally survive one hit from just about anything, two from some ranged attackers. He does have a pretty nice niche early on with the Renown Longbow too. All in all, though, I think you might be happier with the results if you put the effort for this plan into Morgan instead.

    I guess that since I've missed my earlygame Longbow window, I might as well just try to make it to Morgan. At least he'll come with Veteran to start with, which means that I can pass him Armsthrift or something. I should be able to make it to the end of Ch13, and I can spend the training in the meantime on Cordelia (though I have no idea who to support her with now).

    My go-to strategy is to hit them at range. However, I prefer to use 1~2 range weapons as it allows the pairs to fight back against other enemies. This allows me to safely deal with a number of Counter enemies equal to pairs I have 1~2 range weapons on. The issue, as I stated before, is that because the randomizer isn't policed beyond chapter 2, this is sometimes (and surprisingly often) not enough (maybe I'm just unlucky, but I routinely see 75%+ of the enemies toting Counter).

    I guess that this is an argument to have a Warrior on your team, since they can fight effectively at both 1-2 range and 2-range (with the beef to survive a few hits) as the situation dictates. Does the enemy AI take Counter into account? i.e., I know that mages will close to 1-range if they can against a bow user, but will enemies prefer fighting someone whom they can Counter against (a 1-range target that fights back) over a 2-range target that can't retaliate?

    EDIT:

    Whoever suggested using Nowi thank you very much. I loved her impenetrable wall status so much that I ended up training all 3 of the manaketes and using them in the last 4-5 levels XD.

    I know, right? Best-kept secret of vanilla Lunatic. Nosferatu is over-rated.
  6. Yeah, but tonics are actually really cheap so it shouldn't be too much of a problem.

    Unless you consider getting locked out of tonics by a Skrimish to be a problem (I do, because Lunatic+ skirmishes quickly become effectively impossible). The possibility usually means you want to stock up, which isn't cheap early.

    What?

    Precisely.

    Lon'Qu is actually really easy to train even on Luna+ because every axe user without hawkeye still misses him. Sure, counter is a nuisance as it is with anyone else, but the low damage Lon'Qu does to high defense enemies like knights and cavs actually helps him in this case. The only real problem is getting him strength tonics, pair up bonuses etc. to make sure he can 2HKO counter fighters and barbarians.

    I don't remember saying that it was difficult. The point was that if training a 1-range locked unit is feasible (that's Lon'qu in this example), it's surely not a problem for a 2-range unit that can fire over someone's head and/or not even worry about Counter in the first place. Virion's only big disadvantage is getting ORKO'ed early. As long as you can set up training scenarios to get him out of that, it's no issue.

    Incidentally, I wasn't able to train him in Ch9, the pace of the chapter is too manic with the wyvern reinforcements. Paralogue 4 isn't looking great either, due to the vulnerable starting positions and the need to grab Anna quickly.

    But in positive news, Assassin Lon'qu is a total badass. He can't take too many hits yet, but he's getting there (Nowi support), and is already ORKO on ordinary targets with a Bronze Bow, to say nothing of what he can do with Swords.

  7. Money is so scarce in this game.

    Gold is a limited resource regardless of your opinion on the scarity. The ability to use cheap junk weapons allows you to divert funds into more lucrative things than silvers.

    I was under the impression killing things was better than weakening them.

    It's possible that you don't understand the nuances of strategy. Weakening but not killing is useful for things like training other units, or preventing a unit from clearing so much space that they kill themselves on EP.

    (hardly "inferior")

    No, it's exactly inferior. Less HIT is less HIT. You can deal with being wrong in whatever fashion you'd prefer.
  8. WGT = Weight, it was used in the older fire emblem games. Removal of weapon weight removed all penalty for using the best weapons thus making all units equally good and removing any strategic choice in your weaponry. If you can afford it, just use legendary/brave/other powerful weapons, not like they'll slow you down or anything.

    No, they'll just break your checkbook, make it harder to weaken things, and have inferior hit rates. Units are equally good, because all units have the same class sets and stats. It will remove all strategic choice, if one didn't have much depth to begin with.

    Chrom is just terribad. Once I completed story mode I never touched him again.

    Chrom is mediocre at worst. He's probably the best Support unit in the game because of Dual Strike+, and he hits a lot of effective types for free.
  9. I still don't see how a unit like Virion is getting high mileage when he gets doubled/ORKO'd at base and you might miiiiiight have 2 units that can temporarily shield

    He's clearly going to be limited to just weakening things early on, but he's completely trainable in a babysitting situation once you get past that stage of the game. You have to be a little bit choosier about your targets, but I managed to train Lon'qu (who gets eaten alive by Counter), so it's not impossible.
  10. Yeah, I'm curious if people particularly upset with Counter just aren't using enough ranged attacks. Virion is a beast.

    I'm starting to become a believer, honestly. Counter enemies are completely toothless if you have a bow, and if I have two bow users that can stand side-by-side, you can't even box them in. Warrior has Counter/Axes, Assassin has Lethality/Pass, Bow Knight has... convenience, and Archer/Sniper have Longbow access and crazy good HIT.

    I'm regretting not training Virion, but it might not be too scary to get him going in the next few chapters and see what happens. I want a Galeforce unit, so perhaps I'll pair him with Cordelia. At least Lon'qu would be a serviceable replacement bow user; he's currently level 19 and eligible for promotion if I so choose.

    Oh, and I had a nice surprise during Paralogue 3: the Blessed Bow. Normally never even bother to acquire it, but it's completely hilarious on my Bow Knight Avatar that has Armsthrift and 30+ Paired-Up LCK. The 10 HP auto-heal is nice for surviving the bumps and bruises of tanking a bunch of 1-range guys, 11mt is pretty nice, and it's not breaking any time soon (the Bronze Bow that took Avatar almost all the way to B-rank, still has 20 uses left on it).

    Oh yeah. Besides MU, Chrom (already level 13 Oo) and Lon'qu, which unit is cool in Luna ? There are Anna and Libra who gain sexy lunatic bonus and what about Cordelia and Tharja ? Cordelia has decent bases and can use staff and rally speed early and Tharja (without Nosferatu) has some interesting skills and an decent durability, that should be useful...

    And maybe I will train Vaike until level 10 in order to promote him and get an excellent pair up partner for Lon'qu.

    For vanilla Lunatic, the super-unit rule applies. Anyone who can ORKO everything and never die is a good unit. That's why the top units tend to be Avatar, Nosferatu users, Manaketes, etc. Things like strong fliers are helpful, but when you get down to it, Lunatic is beaten by being really good at killing the hell out of things.
  11. ^ Anna comes through, as usual.

    Lunatic+ update for anyone interested: I managed to power through Chapter 6 by using a somewhat unconventional strategy. Since only Avatar and Fred have the ability to take more than a couple hits, there's no way to avoid getting over-run. So I had FredxChrom hold the LHS as long as possible (he can ORKO a lot with Tonic, Chrom support, and a Hand Axe, plus they can recruit Gaius), and Avatar went head-hunting for Thieves, since they are the only units that can open the door to get to Emm.

    Once it started getting Realâ„¢, I had Lissa Rescue Avatar into the Alamo Room, which I pre-packed full of garbage units (high RES ones against the walls, due to Nosferatu), in order to prevent enemies with Pass from getting inside. I was going to have Marth go there too, but she died bravely fighting outside. The entrance is only one space wide once the doors are secured, so I had Avatar woman-mode the gap, whittling down the crowd until it was safe to get some additional offense from Fred and Lon'qu.

    It might be on the top ten list of dumbest things I've ever done in a Fire Emblem game, but you can't argue with the results.

    Sticking with the Bow Knight thing for now. I got Lon'qu to level 15 by the end of Chapter 7 (desert was very simple), and I am thinking about making him an Assassin to secure another bow user. The turnaround is kind of hilarious, since if a map spawns with 90% Counter enemies, they are super-easy, as it means they can only have one dangerous skill.

  12. So, Stahl isn't like molasses, but Frederick is despite being faster than him? I don't understand what you're telling me here. :/

    Stahl doesn't stay slow for very long. By the time he can reclass, he's already equal to Fred's starting SPD. Also has access to a faster class type (Myrmidon tree), and doesn't lose 2 SPD off the max of anything that he goes into like Fred does. Never mind that Fred's class options -- Cav/Knight/WK -- aren't burning anyone's shorts off, either.
  13. A 50% SPD growth is nothing special. He's only 5% better than the slowest characters in the game (like Stahl), and he loses 2 SPD off the max of every class (like Kellam and Nowi... this is the largest penalty of the story characters other than -SPD Avatar). Someone has to be the molasses guy; that's pretty much where Fred is.

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