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Cdijk16

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Everything posted by Cdijk16

  1. In order to make an FE game with the worst possible gameplay, I'm going to take some gameplay aspects of all the FE games that I have played, turn them up to 11, tweak them to make them extremely unfair, and chuck them all into one game. Just to be clear, none of the games listed here have issues anywhere near this bad in reality, I have exaggerated them to make them even worse and for comedy. I also don't hate any of the games listed below- I actually really like most of them. 1. From FE4(GotHW): Make all of the maps extremely large and make them have extremely large swathes of empty terrain(Like 90% of the map) that have you to walk your units through to get to the objective. To turn it up to 11, the maps will have extremely rough terrain that slow down Cavalry to the same speed as Infantry units and Fliers will be zoned out by Ballista constantly. 2. From FE5(Thracia 776): Remove the ability to adjust starting positions of units from the preparations menu and make every map a multi-front one that requires specific units to be on specific fronts of the map to beat the map reliably(This is fairly benign in FE5, but it has the potential to be really unfair in conjunction with the other gameplay aspects of the theoretical worst FE game). In order to manipulate starting positions, you would instead have to painstakingly keep track of deployment order and which unit is in what unit slot. I'm also going to throw in FE5's version of Fog Of War here and put it in every map for obvious reasons. 3. From FE6: Give all weapons in the game very poor hit rates, causing most units to have below 50% disp. hit on most enemies and much lower true hit due to the 2RN system. 4. From FE7: Have an extremely long and wordy tutorial that cannot be skipped even on repeat playthroughs and doesn't even teach you about various key mechanics like the use of the Rescue command. (even worse version of Lyn mode) 5. From FE8: Every map has a very large of number of Mogalls. (based on Phantom Ship) This doesn't sound that bad, but it will be compounded further by some of the additions from the other games such as making every tile a swamp tile and adding Fog of War to every map. 6. From FE9: Extremely long and un-skippable animations. (every combat will take ~1 minute, meaning a hectic enemy phase could literally take hours to get through). 7. From FE11: Inflate enemy stats to an extreme extent and make it so that your only units with good combat are constantly at risk of dying to a low% crits. Also have no checkpoints or rewind mechanic to make resets more punishing. (A much more extreme version of Hard 5) 8. From FE13(Awakening): Give all enemy units two random and highly impactful skills(Like Vantage+, Luna+, Aegis+ etc.) (Based on Lunatic+) 9. From FE14 Conquest: Give all enemy units highly impactful skills and make them hidden from the player. This is further compounded by the addition from FE13. (I think enemy skills are perfectly fine in base CQ, but this tweak makes them very unfair) 10. From FE15(SOV): Make every tile a swamp tile that reduces all ground units movement to 1. In addition, give all Mogalls the ability to replicate themselves on any turn they aren't in combat. This will massively compound the addition from FE8. 11. From FE16(FE3H): Add extremely strong ambush reinforcements that can one-round KO most of your units, have extremely long threat ranges(long range tomes, Bow Knights with 4 range etc.) and give all of them Pass.
  2. I'd like to see a variant of the Pegasus Knight class line that specializes in using Staves. By this I mean that they would start with Staves in their Tier 1 class and promote to using Magic + Staves, like Clerics but on Pegasi. The reason I want this is because Rescue staff + high movement unit(especiially fliers) are very fun to use. It would also be cool to have other high rank Staves like Warp + status staves on a high movement flier. There have been Staff Pegs before, but they only got Staves in their Tier 2 classes and/or had really poor Staff ranks (FE4/14 Falcon Knights for example) or had super limited availability like Elincia. I'd like to see this concept in a more fleshed out form in future games.
  3. Would applying an Average Stats patch to an FE6 rom that has this patch applied cause any technical issues or major/ game-breaking glitches?
  4. Most of the requirements for the gaiden chapters where the legendary weapons are obtained are really lenient and easy to fulfill if you know about them beforehand, but it is possible to fail some of them if you're playing blind and not resetting for unit deaths. Here are the requirements to unlock the gaiden chapters: 1. Chapter 8x: Keep Lillina alive. 2. Chapter 12x: Beat it in 25 turns or less. 3. Chapter 14x: Beat it in 25 turns or less while keeping Sophia alive. 4. Chapter 16x: Keep Douglas alive. This is the easiest one to miss if playing blind because he is an enemy unit and the game doesn't make it clear you're supposed to keep him alive. I recommend using a Sleep staff on him and then walling him off with a few unarmed units. 5. Chapter 20x Ilia: Beat it in 25 turns while Zelot and Juno are alive. 6. Chapter 20x Sacae: Beat it in 25 turns while Sue, Shin and Dayan are alive. 7. Chapter 21x: Beat it in 30 turns while Melady and Zeiss are alive.
  5. My favorite things about FE6 are as follows: 1. I really like the Secret Shop in Chapter 21 that sells Boots and all other stat-boosters. It really rewards you for managing your finances well and gives you an incentive to save money. I think that Gold management is something that FE6 in general does very well and the Boots shop is a great example of that. 2. I like the fact that Javelins and Hand Axes are worse that in the other 2 GBA games. This way, the meta doesn't turn into Javelin/Hand Axe fest like in FE7 and 8. It takes more thought to clear out enemy formations in FE6 than in those two games(this is also in part due to higher enemy quality), and I like that. 3. I like the game's relatively high enemy quality; it really helps sell the villains as a serious threat.
  6. I couldn't play it directly from browser at time of posting, was getting the same error as Shanty Pete's 1st Mate. That's why I tried to download it. Anyways, it is working now.
  7. How do I view this story? When I attempt to download the webpage linked as file so that I can import it into Twine, I get the error message "couldn't download, no permissions". What am I doing wrong here?
  8. I see. How hard would you say Birthright Lunatic is relative to Conquest?
  9. There wasn't really anything in either of those two posts that you mentioned which could be seen as an insult. Why do you perceive them as insults? I also don't really see any hateful behavior in this thread.
  10. 1. Do units purchased from the Einherjar shop remain in your party permanently or just 1 chapter? 2. How hard is Lunatic mode of Birthright relative to other games in the series?
  11. Mounted units are treated as having 20 Constitution for purpose of Capturing, so enemy mounted units can capture anything with less than 20 Con. That's why the 13 Con Wyvern Rider was able to capture Xavier.
  12. Why didn't you use the Sleep Sword you obtained in Chapter 16B to put the Leonster generals to sleep prior to turning any of them green? That would have stopped them from killing each other and made the process much more consistent. The civilians ignore status effects that prevent them from talking, so they can speak to the generals even if the generals are asleep.
  13. I like the FE5(and FE3 since it uses the same system) support system the most in terms of game mechanics. I like the fact that you don't have to go out of your way to grind supports like in the GBA games. Every support giving 10/20 Hit, Avoid, Crit and Crit Avoid also makes support bonuses much easier to keep track of. I also like how it synergizes with FCM to enable 100% crit setups. (for example with Karin and Fergus during Manster arc). I also like FE9/10 supports because you don't have to go out of your way to grind them, you just get them passively by deploying units on the same map.
  14. Chapter 11A/10B Speedwing: Speed is one of the most important stats for combat units in this game, and doubling reliably is hard for most units in FE6. These two factors make the Speedwing one of the most contested statboosters. Alan: An average Alan can have doubling issues on hard mode, Speedwings help in remedying this. 15/1 Alan averages 14 speed, which fails to double most of the faster Cavaliers in Chapter 13 for example, but he can double nearly all of them with Speedwings. There are many more examples of enemies he can double with +2 speed but cannot otherwise. Notably, he becomes more consistent at doubling some of the Wyvern Riders and Cavaliers in the route-split chapters. Dieck: Same principle as Alan applies here. 10/1 Dieck averages 13.5 Speed(Rounded down here to 13 speed), which is just shy of doubling a lot of enemies. +2 Speed is enough to push him into doubling territory on Chapter 13 Cavaliers for example. Noah: Same principle as Alan above. This is lower on my list because Noah is usually weaker than Alan overall. Zeiss: Same principle as Alan above. 10/1 Zeiss averages 14 Speed(assuming he rolls 11 base speed), which gives him the same benchmarks as Alan. +2 Speed makes him more consistent at doubling the Cavaliers and Wyvern Riders in the Ilia route chapters and Chapter 21(the unpromoted ones). Resource for enemy stats:
  15. Chapter 11A/10B Orion's Bolt(2): It sells for 5000G, which is equivalent to 1.25 Boots. I recommend using the first on Shin and selling the second one. If you're using Sue in the long term, she can use the second one as well, but Sue is not very good in long term due to her poor strength growth and middling stats overall. Shin: He has no competition for his promotion item, which is a rarity in FE6. The +50 WEXP from his promotion lets him use Killer Bows, which lets him reliably one round Wyvern Riders and gives him a ~60% chance to ORKO almost any generic enemy with a hit + crit. He also gains Iron Swords upon promotion, which can help him in dealing with the Chapter 14 bandit reinforcements but are mostly useless otherwise. It also gets him to B rank for Brave Bows much faster. I recommend promoting him around Chapter 13 as he can one round the Chapter 13 Cavaliers and Paladins with a Killer Bow Hit + Crit once promoted, can one round them somewhat reliably if using a Brave Bow, and Brave Bows make him more reliable against the Chapter 13 and 14 Wyverns. Sell: If you're not using a 2nd unpromoted bow user, which I would recommend, you can Sell the 2nd Orion's Bolt in exchange for 5000G (1.25 Boots) with no downside. Chapter 11A/10 Dracoshield: This one is hard to decide on. +2 Defense is a boost that pretty much all physical combat units appreciate, but it is fairly hard to decide who benefits you the most by gaining it. Alan/Lance(whichever is promoted): These two are both strong combat units with high movement and benefit a lot from being able to be positioned more aggressively and requiring healing less often. Bulk of 16/1 Alan + Dracoshield: 36HP/13.75 Defense(Rounded to 14), Bulk of 16/1 Lance + Dracoshield: 35HP/13 Defense, Defensive Benchmarks in spoiler below. Numbers are not completely reliable due to stat variance in Hard mode. Miredy: Level 10 Miredy + Dracoshield has 38HP/17Defense. Once promoted, 10/1 Miredy + Dracoshield has 43HP/19 Defense, both of which can be slightly higher depending on growths. Just to put into perspective how massive this is, promoted Miredy + Dracoshield is only 11HKOed by 23 attack Cavaliers in Chapter 13. Dracoshield takes her already huge durability to massive heights. Defensive benchmarks in spoiler below comparing Dracoshield and non-Dracoshield promoted Miredy
  16. The reason I considered Goddess Icon on Rutger is that a lot of enemies have 1 or 2 % crit on him due to his very low base luck of 3. +2 Luck from Goddess Icon helps eliminate these. I think selling the Goddess Icon is better overall, but Goddess Icon on Rutger may have some merit in an ironman context.
  17. This topic is for discussing the optimal recipients of limited resources in FE6 in the context of an efficient playthrough of the game. Efficiency is defined here as completing the game as quickly and reliably as possible, measured in ETC (Expected Turn Count). Note that I assume the game is played on Hard mode unless otherwise stated. An interesting thing about FE6 is that Boots are buyable in the Chapter 21 Secret Shop, meaning that any sold stat-boosters can effectively be exchanged for Boots in Chapter 21. Any suggestions are greatly appreciated. Chapter 4 Angelic Robe: Rutger: Base Rutger with the Angelic Robe has a physical durability of 32HP/5Def. This enables him to hit the following defensive benchmarks in the upcoming chapters and greatly improves his survivability and reliability overall. 1. Chapter 4: Lets him take 2 hits from Erik. 2. Chapter 5: Lets him take 2 hits from Iron Axes users in greatly improving reliability unless they roll high on attack. Takes 3 hits from the Iron Sword Mercenaries and 2 hits from the Steel Sword Mercenaries. 3. Chapter 6: Takes 2 hits from Iron/Steel Lance Soldiers and Iron Lance Knights. Roy: All maps in this game are seize maps, meaning that Roy needs to get to the Seize Point in order to complete a chapter. +7 HP helps him survive more enemies and be positioned more aggressively, making it easier to get him to the Seize Point. It also lets him survive a few siege tomes here and there. It also makes him easier to train in the early game, which helps you in the long term especially after his promotion. A strong promoted Roy is especially helpful in Chapter 22-Final. Alan/Lance: They're both good combat units and are likely to be fighting multiple enemies on the frontlines thanks to high move, so they appreciate +7 HP greatly. I don't have the numbers on me, but this improves them significantly. Chapter 6 Goddess Icon: Sell: +2 Luck isn't usually very significant, and this item gives 4000G upon being sold, enough to afford a whole pair of Boots later on. I recommend this in a non-ironman playthrough. Rutger: A lot of enemies have low % crit rates on him, which really adds up over the course of a chapter. +2 Luck mitigates the chance of him dying to a low % crit significantly. I would recommend this in an ironman setting. Chapter 7 Hero Crest: Rutger: Rutger practically has a monopoly on this. Rutger's +30 Crit on promotion makes him the most reliable boss-killer in the game by far. I recommend promoting him ASAP and by Chapter 8 at the latest as the Chapter 8 and 8x bosses are hard to reliably kill without a promoted Rutger. Rutger is a strong candidate for early promotion as gets a big boost to his offense, durability and +1 movement, meaning he will only have 1 less movement than a cavalier. Chapter 8 Elysian Whip: Use on Shanna, who is the only candidate for this. I strongly recommend early promoting her by the start of Chapter 9 as gaining access to Swords greatly improves her combat in the Axe-filled Western Isles Arc. Chapter 8 Guiding Ring: Saul: He has a high base staff rank of C, which lets him reach the prestigious A rank to use Warp staves by the time Chapter 14x comes around with a +50 Staff exp which can be obtained through normal healing + some barrier spam and an early promotion. If you're interested in having an Aureola user, you can early promote him and grind his light Magic rank, although the slow rate of weapon rank increase makes this hard to do in an efficient context. Chapter 8 Knight Crest: The cavaliers pretty much have a monopoly on this one as they are much better units than any of the Armor Knights. Giving these to one of the Armors is not reccomended as this will result in your not having a promoted Cavalier during Western Isles. Alan/Lance: I recommend promoting either one of these during the Western Isles arc. Which one you promote depends on who was favored more by the RNG. +2 Speed from promotion helps Alan in particular to hit doubling benchmarks on enemies in Western Isles, while Lance appreciates +2 strength to hit 1RKOing benchmarks. Noah: Alan/Lance would both get you more mileage out of a promotion unless they are stat screwed, but if they are, then Noah is also a good user of this item. Pretty much the same principle as Alan/Lance applies to Noah. Chapter 8 Secret Book: +2 skill only translates to 4 hit and 1 crit, which is not very valuable. Sell: Gives 4000G, which is enough to afford a pair of Boots in Chapter 21. Feel free to give your opinions on the above resources. I will discuss the other resources at a later date. Explanation of what ETC is and how to calculate it by Irysa:
  18. Counting only mainline games, it's most likely to be one of the pre-GBA games i.e. FE1-FE5. Very few people have played them relative to the other games in the series because of their poor accessibility. A lot of older players likely have nostalgia for FE1 and would rank it as their favorite for that reason, so I don't think that's the one. FE4 and FE5 are also very popular among the old school player base and have more up to date graphics and interesting mechanics than FE1-3, so I don't think they're the least popular. Out of FE1-FE5, I would say its most likely to be Gaiden. Gaiden introduced a lot of interesting mechanics like split promotions and overworld encounters, but it's Japan only and also has a remake which most people would prefer over the original.
  19. Most tier list discussions or unit comparisons of any kind assume that the game is being played on hardest available difficulty. Higher difficulties (including Radiant Dawn) tend to sharply reduce the rate at which EXP is gained. In RD and POR, the about of BEXP is also sharply reduced. This makes requiring significant EXP investment to become competent a much more severe downside. This also means that under-leveled units with low bases will take a lot more time to become competent and require more effort in babying them and feeding them kills. Edit: I think it is mostly accurate to describe a high investment unit as one requiring significant investment in any three or more of EXP, Limited Resources like such as promotion items or stat boosters, effort put into training them and real time investment put into training them in order to become competent.
  20. I find that Lyn and Eliwood are both relatively hard to raise in Hector Hard mode, while Hector is relatively easy. Hector is fairly bulky and has 1-2 range, and has WTA against the large number of FE7 Lance users. Lyn and Eliwood are both somewhat frail, lack 1-2 range, don't have very good attack and only have 5 movement, often face WTD due to large number of lances in FE7. This makes it tough to feed them kills sometimes. I think Eliwood is harder to raise because you can at least give Lyn a few levels during Lyn mode, which you cant do for Eliwood. I wouldn't call either Eliwood or Lyn unusuable, but you can ignore training them and get by just fine. It isn't too hard to keep them safe in maps which force-deploy them.
  21. List of Maps in FE6 which I think are poorly designed: Fire Emblem 6 1. Chapter 6: This map would be mostly fine if not for the Turn 8, Turn 12 and Turn 16 ambush reinforcements that only show up on the Hard difficulty. The Turn 8 ones are especially egregious because you most likely be in the boss room by then in a casual playthrough, making it very likely that you will be caught off-guard by them and get one or more of your units killed. Since you only have one Thief, getting all of the chests is also very tedious and will likely force you to face more reinforcements. 2. Chapter 8: It's a very long and boring map. The enemies are too weak and spread out to be much of a serious threat and the map just takes a long time to get through. It also features annoying ambush spawns, though the ones here are not nearly as bad as the Chapter 6 ones. 3. Chapter 8x: The boss is too strong for this point in the game and has a very scary crit rate on Rutger, who is only of the only characters good at fighting him. It can also be tedious if you don't use Shanna to ferry Rutger and other units across the gap and skip a good chunk of the enemies. 4. Chapter 12x: Very boring and easy map. The gimmick is inconsequential and never poses a serious threat to the player. 5. Chapter 14: Very scary map if going into it blind. It's not that hard if you know where the enemies are beforehand and use multiple fliers to rescue your weaker units. Very high amounts of Desert terrain make most of your best combat units like Marcus, Zelot, and the cavaliers poor choices. 6. Chapter 14x: The disappearing floors gimmick is very annoying. Double Bolting Sages in center of the map are very scary and can kill nearly any one of your units if they both hit them, forcing a reset. However, it is very easy to skip having to play most of this map if you use the Warp staff obtained in the previous chapter. The only good thing about this map is the fact that you can easily cheese it with Warp. 7. Chapter 16x: This map is simply tedious to get through due to the high number of siege tomes. This map's gimmick is also far too random to strategize around and can randomly screw you over. It adds nothing to the map except unnecessary variance. 8. 20x Ilia: Very tedious map. Walls separate the enemy groups from each other, making it so that that you can easily pick off the enemy groups one at a time. This makes the map quite easy as well. 9. 20x Sacae: This map is very easy to cheese. If you hard reset the game, skip the opening cutscene immediately and don't interact with anything in the unit or item menus before starting it, the correct Seize point will always be the bottom right/ rightmost one. The Druid boss on that gate can be reached on Turn 1 by any 10 Movement Flier. Your 10 Mov flier can one round the Druid with a Killer Lance crit, allowing you to Warp in Roy and Seize on T1. If it doesn't work the first time, simply reset until it does. HM: Chapter 18 and 20 of Sacae route. I did not include them as the first is too easy to trivialize with Delphi Shield Melady and the second isn't very hard if you Warp Rutger to kill the 2 Bolting Sages in the center of the map.
  22. I gave a total of 3 boots to Rutger and also gave 2 to lance. I also only gave Niime one pair of Boots and gave the other two to Shanna and Alan, though in retrospect it would definitely have been more optimal to give 3 to Niime.
  23. 1. The units in my Chapter 22 roster + Klein are the only units I plan to use throughout the rest of the game. Everyone else on my save file besides Klein and Igrene are too under-leveled to be useful in any of the endgame chapters. 2. I can't think of any specific instances where a 14 Mov Melady would be better than a 12 Mov one. I mostly considered getting her to 14 Mov because high Mov combat fliers are always great. 3. My Klein also has S-rank bows, but Shin is using the Murgleis already, so I won't be giving him any Boots this time around. My Percival is nearly at S rank Axes for Armads, which will be very useful in Chapter 24 and he's already one of my best combat units, so he will be getting 2 pairs of Boots. 4. My Niime is also nearly at S-rank Dark for Apocalypse, so I'll give her some Boots so that she can keep up with my super movement mounted units. My staffbots mostly use Physic, so them falling behind my super Mov units shouldnt be too much of an issue. 5. My Rutger is one of my strongest combat units and best boss-killer by far, so I'll give him another pair so that he can get to 12 Mov and reach Zephiel on the same turn he is revealed without needing a Warp staff. 6. Good point on Elphin, will do. 7. My Fa has 27 Dragonstone uses left, which should be more than enough for the last 3 chapters of the game given she mostly fights on player phase and doesn't double. I'll give her 2 Boots to let her keep up in Chapter 24 and not have to be rescue dropped while also contributing something combat wise.
  24. I am doing another playthrough of Binding Blade on Hard mode, this time going through the Sacae route. I have obtained 18 pairs of Boots from the Chapter 21 Secret Shop and would once again like to request advice on how to optimally allocate them. My roster for Chapter 22 is as follows: Roy (4/1), Shanna (10/5, roughly average stats + Angelic Robe), Miledy (11/13, 10 Movement), Lance (16/8, Speed and Strength blessed), Shin (16/14, S rank bows), Cecilia (About average, B staves), Elphin, Percival (11, nearly at A rank axes), Rutger (10/16), Alan (16/3 , roughly average, Speedwings invested), Niime (not yet at S dark), Saul, Lugh (A anima), Dayan, Klein, Deke, Yodel , Fa. Since my goal is to clear chapters as fast as possible without putting units at risk of death, I am thinking of concentrating the Boots onto a small group of mounted units instead of spreading them thin throughout the whole army. Having a few mounted units with 12/14 Movement may be more useful for my goal than a whole army with 8/10 Movement. 12/14 Mov mounted units would be capable of reaching objectives in less turns and with some smart use of the Rescue-Take-Release commands would help bring my other units to a similar level of movement. Below is my current ranked list of who I plan give the Boots too, with the number of Boots I plan to give them. I still have 4 Boots left over and havent decided who to give them to yet. I would also appreciate a second opinion on some of my existing choices. 1. Miledy (2 Boots) 2. Lance (2 Boots) 3. Rutger(2 Boots) 4. Shin (2 Boots) 5. Percival (2 Boots) 6. Elphin (2 Boots) 7. Alan (1 Boots) 8. Shanna(1 Boots)
  25. Continuation of the OP 8. Dieck/Ogier: This is another interesting case. Ranger and Hero is one of the more balanced promotion choices in FE8, and this likely carries over to FE6 to some extent. I think Hero is better overall as it gives him 1-2 Range with Hand Axes, which is a big deal. Ranger also has a decent case as it gives 1 Extra move(very useful in FE6 large maps, helps him keep up with the rest of the team without being rescued) and lets him deal chip damage while avoiding counters. I think having bows would be more impactful too due to FE6's stronger enemies. 9. Ward/Lot: Would benefit greatly from the speed provided by the Hero promotion. Gaining swords would also be great for them as using them would help alleviate their bad hit rates. Would be a little better, but their promotion item is still very contested and they still have bad hit rates prior to promoting. 10. Chad/Astol/Cath: Still can't promote as the Thief promotion item doesn't exist in FE6. They might face some competition for Thief utility from Assasins in theory, but the game's two Myrmidons have little reason to go the Assassin route anyways, so it shouldn't be much of an issue. More or less unchanged. 11. Lugh/Lillina/Hugh: All 3 would be greatly improved by going Mage Knight. 7 Mov would help them keep up with the mounted units and they would also have fantastic Rescue-drop utility thanks to their low con. They would also be able to use Mend staves right after promotion. 12. Clarine: Would be much worse off due to losing a whole point of movement. Mage Knight would be marginally better as Anima magic is better than Light magic overall. 13. Rutger/Fir: Would be mostly unchanged. They would still prefer to go Swordmaster as +15 Crit rate helps them to more consistently one round enemies. Using them for Thief utility would be a waste of a good combat unit and Silencer proc rate is too low to rely on. They' would both get a little worse as they lose 15 Crit. 14. Sue/Shin: Mostly unchanged. Would get a little worse in relative terms as now as the unpromoted archers and the 3 mages will compete with them for the role of mounted chip damage. Increased number of mounted units would also make their Rescue utility less unique. They'd still be better at both these things than the promoted archers and mages as they still have 1 extra movement compared to them though. 15. Trec/Noah: See Alan/Lance. Increased number of mounted units means their Canto, high Mov and rescue-drop utility is less unique.
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