Jump to content

Boomhauer007

Member
  • Posts

    223
  • Joined

  • Last visited

Everything posted by Boomhauer007

  1. Honestly my biggest takeaway is that after all this time you're still playing with animations on. Truly a madman.
  2. I actually think it'd read better too, maybe with slightly shorter entries on round 2, so that changes are more obvious and fresh as opposed to going through once and then trying to remember most of the same stuff again.
  3. This is NG, no plus, right? The big thing that stands out is you have more characters listed than you can deploy. You really only want to deploy long term units, every little bit of skill/ class rank is a difference maker early game. Guard adjutants can be whoever. Ideally you decide first who is going to carry adjutants and then pick off of that in case anyone is eligible for might bonuses. There's no reason not to dump everything into bows for Claude. Best weapon type by a lot, and having encloser early is a game changer. I'm not sure about the Lorenz plan. Speed is a weird stat on maddening; you need a ridiculous amount of it to double anything as the game goes, and Lorenz ends up with a pretty coinflip growth even with class bonuses. He'll also have a tough time getting any kind of a magic stat with a sub 50% growth for 90% of the game. 40% x 30 levels means, on average, he'll only grow 12 magic before level 30 through the assassin phase. Ignatz is a better bow knight imo. Those debuffs are handy and he can stack his personal with the archer skill. He's never going to have a ton of strength, so his utility is better served in hit and runs than trying to KO with hunters volley. I'd rush for warp and dark spikes on Lysithea. Slow and steady is a very difficult way to play maddening. Everything else looks fine.
  4. This would have completely subverted the entire point of what the game was trying to do.
  5. I always figured it was more of a safety net. They don't care about Carlyle or Jehanna at all, so setting fire as a contingency is no big deal to them. Also Gerik is a good candidate for S swords if he's not going S axes. Or if it's Ranger, since Innes has a much easier path to S bows than trying to grind Ranger Gerik from D bows .
  6. Not only can they berserk staff users, I think status staff users might be coded to target them first. It's very easy to end up with multiple staff users in trouble if you aren't careful, it can snowball quickly. L'Archel on the left is ideal I think, Rennac just runs right to you. If you block his escape path he just stands there, so you shouldn't ever have to recruit him with Ephraim unless real bad stuff goes down. Game difficulty falls off a cliff after Father & Son, it's all downhill from here. Double so if you find a certain FIVE USE staff in the next chapter.
  7. This sounds cool on paper but I think in practice it'd just be suiciding the bad/unused units. Although the idea of intentionally killing off Peri every run would be pretty funny. Also Thracia did the split your army for the sake of supporting Leif's main attacking force in a few different chapters (except you can't control who goes where). Anyway, I've realized that I really don't like big maps. No clue if that's unpopular. Played vesteria saga at the start of the year, didnt finish because maps took so long. Played genealogy like a month ago, really didn't like it because of the map sizes. Played last promise this week, the big maps were so much worse than the small maps. Just not a fan, nothing fun about spending 20 minutes moving units across the map and invalidating so many unit types.
  8. Oh man blazing sword has a ton of changes it could use. Picking just two is the hard part. 1. Speed up supports, pretty obvious why. 2. Better enemy quality, even in sands of time you're STILL fighting swaths of unpromoted enemies. *Surprise bonus 3 lol steel lances*
  9. You won't physically have enough levels to get all those skills if you wait too long. I would think you'll want her pretty close to ch18, she needs to grow multiple levels in other classes to get all those skills. 3 in master of arms (you'll have vantage already) and 4 in malig knight. She'll be nearly useless as an MoA while she's there too, so you really want her there before the late game chapters start to ramp up. I assume she's ending in maligknight? Normal promo if using him, early if just temporary. Maybe even into malig if you aren't using him, as that offers much more relevant pair up boosts to Ophelia.
  10. 14 Eph is only bad if you try and charge both sides at once. A lot of the maps problems become easier if you just send everyone left.
  11. I just beat this for the first time, so i can finally contribute to this topic. Played largely blind, so I didn't know about all of them going in. + Leif must escape last + 1 RN + Capturing / stealing weapons + Con and Move as stats that can grow + Lots of personal weapons - Universal caps of 20 - 1-99 hit rates - Same turn reinforcements - Heavy use of not telling the player things - Scrolls heavily influencing growths The rest are in the middle. I like dismounting indoors for most of the game, but then it's dumb that almost no one can use lances for the last few chapters. I like fatigue for most of the game, but endgame should be an exception IMO. I think it's cool not being able to control deployment when the army is on the run, but feels dumb when you have chapters like 24 where the party chooses to split up and you just have to deal with who lands where. I don't mind offensive staves missing, but heal staves missing is dumb.
  12. Imagine 48 write ups between 4 runs of white clouds, all for a couple of different scenes and some slightly different dialogue. Please no.
  13. Seth with a javelin might be able to ohko every enemy around his starting point on turn 1 EP. Boss himself has like 10 speed / 13 res, that crazy mage knight Lute you have will obliterate him, although he does start with a short spear. Also as a great knight he's weak to pretty much any special weapon in the game. Stealing his knight crest is a bit of an extra hassle if you're going for that.
  14. Cormag doesn't just come late, it also takes a couple of turns for him to get near you since he spawns pretty far from the action. All the things together feel like such an odd decision; he comes late and he takes a couple turns to get to you, but the map also ends if you KO the boss which is completely doable in 6ish turns. You also have to wait even longer for Pablo to show up, but he's so far away he poses 0 threat even with bolting. In story terms it seems cool that of you escape quickly enough then Pablo never catches you, but in gameplay it's almost Tharcia levels of rewarding slow play.
  15. Balanced isn't really what comes to mind when I think of 3H mages. Really not sure why they decided to lock mages to 4 move all the way until master classes, it's really difficult to use them in any kind of efficient play. Holding a move item means they can't hold a range boosting item, so they're screwed either way. Personal spell lists are the opposite of balance; you either have the good stuff or you don't and there's nothing you can do about that. No physic makes a bad healer, anyone with warp shoots up 2 tiers, etc. Speaking of warp, refreshing spell lists per map is cool for most things, but super busted with high level support magic. Infinite warp and rescue in conjunction with a large number of defeat boss objectives allows you to skip a large majority of the game. Strong spells are absurdly heavy, combined with mages generally low speed they can't double anything. Combined with the crazy HP stats of maddening, and they have trouble one rounding anything. The buff to bows also hurt magic imo. Lack of combat arts really starts to show later in the game, outside of fortress knights you're almost always better off using hunter's volley than using magic. Bow classes get +range inherently, where mage classes have to get S reason to get their range boost, and then they have to spend a slot for the skill. Black magic was a cool idea and the debuffs are great early game, probably the best balance quirk to me. Long post, tl;dr 3H magic isn't balanced at all.
  16. Yeah it's there, saw last week or so when I installed exile. Just got to ch21, unit position control would feel like a casual mode. Part of the fun of chapter 19 was figuring out how to get the units and civilians from the bottom of the map while minimizing rescue staff uses, and 20 was fine despite all of my healers uselessly spawning on the right side. That said, just like real casual mode, if it gets more people to try the game then I'm certainly not complaining.
  17. Nope, Leif and his light brand was my only magical damage until Olwen, so he level capped in whichever chapter was the "In America" chapter. Tbh I probably wouldn't have looked without it, Thracia in particular is dead smack in the middle somewhere, so it was a game changer.
  18. Idk if you've ever played Regalia, TC, but your idea is essentially what they did with that MC. The game is closer to FFT than FE, but the MC has abilities pretty similar to what you said. Anyway I almost think FE has used every combination of everything they have at this point, outside of a gimmick build o honestly don't know what they could do that's unique at this point.
  19. Total sidenote: I'm playing Thracia (mostly blind) for the first time, and none of my friends play fire emblem. So I've been going through and then reading the entries here for each chapter after I go through them, it's been interesting to see your chapter reactions against mine as I'm now into chapter 17A. Apparently there's a 4x, had no idea lol. But it's been nice to have, if not an unintended side effect. On topic: With no Natasha you'll want to get L'Archel's staff rank up quickly, having two restore staff users makes eph!13 much more manageable.
  20. This chapter has some pretty crazy optimization in LTC stuff, it's a fun quick watch. Also banana boat time tomorrow.
  21. I think alternating would get confusing, my vote is for the all of one a time choice. I think the maps are identical after 16 as well.
  22. "Hopefully he's not the worst unit in the game this time" And hey, he was actually useful in part 1.
  23. From what I've seen, PoR is a common pick for "favorite" entry on different sites. The story is certainly in the higher section among FE games, and the characters are generally good. Supports are based on map deployments, which could not have been a bigger improvement on the GBA games system. The game is very easy, but the maps are well designed so it mostly keeps you entertained. This may sound random, but far and away the biggest weak point of the game is the game speed. Have something else to do if you're playing in real time, enemy phases will legitimately take minutes later on. Radiant Dawn, imo, is... All over the place in all aspects. The story has some great moments, and some awful moments. The unit imbalance is extreme; sometimes you're handed behemoths and sometimes you have an entire team of below average units. You play as different factions in different parts of the game, which has both good and bad aspects. The roster is huge, with I believe 70+ units. Support conversations basically don't exist in this game. The game introduces cool things like height. Both games do an excellent job with varied mission objectives. Shape shifters play a massive role in the story of both games, although their gameplay mechanics work very differently in each game. Expect to hear about racism A LOT playing these games. Both games feature 3H style super canto, so mounts and fliers are dominant. Give both games a shot, obviously go in order.
  24. Lute has 15% defense growth so it's pretty funny to see you getting a ton of that with her. Have you noticed any units getting low skill? Sacred Stones is like the one game in the series that randomly decided to give a bunch of units low skill growths. Lute specifically is a paltry 30% which made me think of that. Also Eph route is a bit better at encouraging faster play; mostly the enemies still stay put (Not on that boat though) but the game attempts to give you reasons to advance quickly. Not that it's perfect, but noticeably better than this 8 chapter prologue.
  25. Ch6 is definitely randomly difficult, if you don't rush Seth to the boss it can get dicey like that. Artur sadly a common casualty too, 2 base defense and 15% growth is brutal for survivability. Couple easy chapters again until Gheb time, it's very possible to lose someone trying to get all the items and recruiting Amelia.
×
×
  • Create New...