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Hello72207

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Everything posted by Hello72207

  1. win the staring contest, becuase Dark link does not have a programmed blinking movement unlike those ultra-realistic FE characters.
  2. Banned because if you get Vantage, your name will be canceled out.
  3. He's usable long term if you want, but worth? Well Hector normal doesn't need ridiculously good combat units, and Wallace is slow. Those stats are pretty good, and the only thing holding him back is his class. If you really want to use him, nothing's gonna stop you and you can give him the boots for funsies if you want, just know he might slow you down a little on some levels.
  4. No it's not. It's comparing what you said to a similar situation, except making it more ludicrous for the purpose of demonstration. My point is you can make any unit in a FE game better then another, if you sack one unit enough and give enough favoritism to another, that unit that has been favoritized will become better. If you recall Mekkah 5 years ago with some stuff on Amelia and Seth, you will know what I mean. Yes, but having another unit there holding that point will get the enemies over there to attack and die, solving both problems. No it's not. Units with low speed still have enemies they can double and kill, but units with low strength can't kill anything. In hard mode, if Ross gets 1 speed by chapter 5, he can double and kill soldiers. If Colm gets one strength by chapter 5, he cannot kill soldiers or anything else by himself. I would call a unit that can kill things better then a unit that cannot kill things, but if you have a different way of judging combat you can tell me. Yes, but Colm can't even kill the soldiers, as stated above. Not only that but if he was promoted at the start of chapter 5, he has on average 7 speed, meaning he doubles armor knights and isn't getting doubled by anything except mercenaries and myrmidons, which he shouldn't be fighting. Although I would argue in a chapter like 6, Ross is more dodgy then Colm. Colm effectively loses 15 avoid in chapter 6 due to most units having a lance, and Ross effectively gains 15 avoid. Colm would need a 15 speed lead to tie this, which he most certainly will not have. Enemy axe users have maybe 40% hit on colm at chapter 5. Every other unit is pretty much 70% or above, which is not a reasonable expectation to dodge. The point I was making here was that Pirate Ross has a speed lead on Fighter Ross, which makes him superior. If one unit has 0 str and 10 spd, and another has 10 str and no speed, The unit with str is going to actually be able to kill, and the unit with speed is never doing damage. SS is a game where speed requirements to double are low enough that even Ross hits them at around chapter 9 with Amelia's speedwing, and after that point he is completely superior to Colm in combat due to being able to kill anything he doubles, which is a lot at this point. and having 1-2 range. Colm still struggles to one-round soldiers, even with and energy ring for comparison. A unit that can one-round some enemies and deal decent chip to others is better then a unit that cannot one-round any enemies and deal decent chip to most of them, and pitiful chip to lance-using enemies. Not to mention that that unit that one-rounds some enemies also has 1-2 range available to him, meaning that he can fight on enemy phase and finish units on player phase. It's just like that one scenario Mekkah used for Lyn: if you have two units, one of which has 1-2 range and the other doesn't, but the unit with 1 range only one-rounds units and the unit with 1-2 range two-rounds them, which takes out a group of 4 1-2 range units faster? The unit with 1-2 range. The unit with 1-2 range still takes out them faster even if they 3-round the enemies, and the unit with 1-2 range can heal on player phase without taking longer to kill units. This is similar to Ross vs. Colm except with one small problem: Colm doesn't one-round enemies. Colm also needs 2-3 rounds of combat to kill enemies, meaning that he can take up to 12 turns to kill that same group of 1-2 range units. Ross's combat is much better, and FE8 doesn't have any stealables that would require training him for before you get Rennac. The only things I can think of that Rennac cannot steal at base are the Delphi shield and hoplon guard, and those are droppables that you don't need to steal to kill the boss. You can easily have a dragonspear or dragonaxe unit kill Valter, and any unit wielding a sword can take Caellach. Ross also gets boosted experience, 3x as a trainee compared to colm's 1.5x, and as a low level pirate he still gains a lot of xp due to being lower level unit. An early promoted Colm is also nothing to write home about stat wise, as he has a whopping 9 str as a 12/1 rogue or assassin, which is not one-rounding anything
  5. Steve from Blue's clues would be pretty great. I used to watch that show when I was little. Speaking of the Smash character, my brother was unable to watch the livestream, so I convinced him that it was Eliwood that was announced and not Steve.
  6. there now i'm a spooky dark link this also proves to you all that I can change my profile pic
  7. what's spooky is that we now know that Sakurai has the power to break twitter by announcing smash characters.
  8. Banned because I used to be allergic to pepperoni but it stopped when I was like 9
  9. If you disarm Seth and don't use him for the entire game, Franz is a lot better. The way I play chapter 11, it's completely reliable, and Matthew enters maybe one round of combat the entire map. Not till like turn 5, which you can easily dispatch 1 unit and choke the point for him. Send a unit with a chest key for the other chests or the rescue staff, and continue playing the chapter. Neither one kills for a long time due to Colm having 4 strength, and it's a lot easier for Ross to get to doubling rate then Colm to a high enough strength. Ross' strength will be high enough that when he doubles, he will kill, but Colm needs a lot of strength to ever kill. Not to mention that Ross has easy 1-2 chip that gives him large amounts of xp, but Colm has to have an enemy weakened enough that he doesn't take a counter due to having no durability. Colm has a whopping 18 hp and 3 defense at base, which last I checked isn't tanking anything either. Being weak physically and defensively isn't a winning combination either, and Ross has the option to attack from two range with his hatchet or a hand axe to avoid counters. Yes, but with that iron axe, he has the speed lead. Fighter cannot do anything to have a speed lead on Pirate, and Ross is most likely gonna only be using Iron axes and a hand axe or hatchet for 1-2 range, and the hatchet doesn't weigh him down if he needs every point of speed he's got.
  10. not to mention the fact that the Brave bow can turn any bad unit into good unit
  11. How is Colm a better unit? Colm has strength problems, no 1-2 range, a weaker weapon type, and even less durability. The only advantage Colm has over Ross is speed, and Ross' speed as I find is just fine, and he only has problems doubling mercs and myrmidons if you give him Amelia's speedwing, he will have 12 speed as a level 12 pirate, which is incidently Seth's base speed, and is enough to double most things at that point in the game. When Ross doubles he kills, but Colm doesn't kill even if he doubles. Not only this but hero crests are contested by multiple units, for example Garcia, who is considered superior to Ross, so it is deliberately screwing over another unit. Garcia gets much more from his +2 hero speed then Colm does from his +1 str and pick skill. Actually, I would argue that in a sense, Berserker Ross is faster. Ross' promotion to a pirate gives him +1 speed, while fighter gives him none. This means that pirate Ross has a 1 speed advantage over Fighter Ross for the maps when he is unpromoted. This is a part of the game that should not be ignored, as it is when Ross is just beginning to become useful. This 1 speed helps him double more which is a big problem for Ross, and it helps train him. Not only this but Pirate Ross can promote 1 chapter before fighter Ross, giving him a two speed advantage for a chapter. It's not that hard. I've done it before. Not only this but if you look at the map and have another unit use a torch turn 1 when there is not combat to be done, then you can see where most of the enemies are and it is pretty obvious where the boss is, so you don't even need Colm to locate him. There aren't any stealables on this map either, so there's no point for that.
  12. All hero does is give Ross a weapon type he will pretty much never use, so I guess it's even. There is no reason for Ross to ever use a weapon with less might and no 1-2 range except in situations where an addtional 15 avoid is helpful, and it's not that good of a tradeoff when he's not countering and doing even less damage. Hero Ross isn't even faster then Berserker Ross, which one would expect. Berserker Ross there are a few maps with peaks where he can get 40 avoid and be untouchable, and 15 crit always is Well then it's good that he doesn't need to fight. His bulk is such that he can be hit a few times without dying, and only mercenaries and myrmidons have crit on him, and he doesn't need to fight to do his job. Not being able to steal the Fili shield isn't even that bad, as the only units who even have bows would be Gerik if you make him a ranger, Neimi who nobody ever trains, and Innes, who is just barely not being doubled at base by Valter and his durability is not very good. You have a dragonspear and maybe a dragon axe, both of which absolutely destroy Valter, and he drops the Fili shield, so you still get it.
  13. banned because 01101000 01110100 01110100 01110000 01110011 00111010 00101111 00101111 01110100 01101001 01101110 01111001 01110101 01110010 01101100 00101110 01100011 01101111 01101101 00101111 01110001 01110100 01100100 00110010 01110010 01100101 01100110
  14. Is obsessed with Berwick when he should be obsessed with Gaiden
  15. I suppose it's a good thing thieves don't need stats to open chests and doors, then. As an infantry sword unit in a enemy-phase game, training Colm isn't worth it as he won't see enough combat to reward the trouble. Rennac's stats are perfectly fine if he needs to take a hit or two, which is all thieves need. There are 3 chapters with chests before you get Rennac, training Colm is just uncessesary trouble.
  16. why are you even promoting Colm? He doesn't really need pick because SS really doesn't have many chests before you get Rennac, and Colm isn't the best fighter. She joins earlier in chapter 9 Ephraim.
  17. banned for not playing gaiden right now
  18. Dark magic is fine, its the legendary weapon which is complete and utter crud. Berserker Ross is the best out of them. same speed as hero Ross, but with 15 crit boost, along with water and peak walking
  19. HHM is not really hard, just throws unfair RNG circumstances at you. Examples include: Battle Before Dawn Genesis In the GBA games doing this is really easy since cavs and fliers have just as good or better stats then other units and more movement, with no penalty whatsoever. Wil's stats will eventually get somewhere, the problem is that in this game enemies are not that strong, so being able to chip or kill on player phase without being able to fight on EP is a liability that affects both sword and bow users. Dorcas is an axe user, so he has that going for him, but his speed is low enough that without dumping resources into him he won't be onerounding. Units that haven't been listed that are really good that are earlygame are: Lucius is really good at combat, and gets C staves after promotion, which is really nice. Lowen is much more susceptible to being screwed in being able to kill things then the other two cavs, but he can still do it. He's also worth dumping a speedwing on to make sure he doubles. He also has ridiculous durability for a cav. Priscilla is a mounted healer, which makes her very good to use
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