Jump to content

SRC

Member
  • Posts

    438
  • Joined

  • Last visited

Posts posted by SRC

  1. Thracia's rarity is kind of overhyped nowadays. The deluxe bundle and the non-NP release are still about as pricey as they always have been, but the NP cart can be gotten for about $50 on Ebay pretty easily.

    There's actually a buy it now listing for $36+shipping if nobody else beats you to it :P.

    http://www.ebay.com/itm/NINTENDO-POWER-SF-MEMORY-SUPER-FAMICOM-Cartridge-Fire-Emblem-Thracia-776-2-/331403993764?pt=LH_DefaultDomain_0&hash=item4d2937a2a4

    There are also a few others in the $50-60 range. If you can't use Ebay, It will unfortunately be difficult to get it from other places afaik. Import shops tend to be few and far between and don't have the most competitive pricing.

  2. This is actually a rather common phenomenon in FE3 due to its faulty RNG, which technically follows a fixed pattern when generating lots of numbers at once (i.e. a level up). iirc, it basically alternates between high and low numbers. Since most level ups happen as a result of a critical hit (low RN), levels tend to be extremely hit or miss because they alternate back and forth between strong and weak stats. High skl, luck, and weapon level often come at the expense of low str, spd, and def.

    tl;dr, Your Radd is Badd which isn't too unusual due to the game's dated RNG. Still, it sucks that it happened to Radd of all characters since he is extremely reliant on growths ;/ He still shouldn't be too bad with a hero crest and decent weapon. If you have the chapter 8 hero crest to spare for him he's probably still salvageable. Otherwise, he's probably a lost cause.

  3. Eh, just an average level 20 Marth can take care of Medeus with relative ease as long as you have the Falchion. If you were planning on skipping the Falchion, don't, because Medeus has 35 defense and negates ranged attacks, which makes him a pain to beat even if you have a max str unit with a 20 mt weapon.

    The walkthrough I had was just bullcrap this whole time. Oh well, my units are my family. No one shall be left behind, I promised them all I would make them stronger.

    Haha, well, at least Doga is the only unit late game who can't do much of anything. Jake nukes the shooters and dragon knights he can get to, Linde+Maric have their signature tomes to help them out, and Rena is as good at using staves as anyone. Marth, Minerva, and Navarre will probably pull a lot of weight if they turn out decent. You might end up short on whips to promote all of your peggies, though. x_x


    Any advice on Gaiden for when I beat FE1. I heard it's the equivalent of Zelda and Mario Brothers 2.

    It's not so bad aside for a few stupid parts once you get a feel for the game. There are a lot of little specific things you can do which I think make the game a decent bit easier.

    Here are a bunch of tips to get you started. A lot of this won't mean a whole lot right now, but you'll know what I mean as you play through the game.

    Resource distribution is way more important in this game than in other Fire Emblems. It's generally way easier to have a few very strong promoted units than to have a "well balanced" team. Think of it kind of like a Pokemon game in that regard.

    Chapter 1:

    Promote Cliff to Mercenary, so he can get tons of kills with the thundersword and abuse his awesome growths. Feed him some kills early on since he needs to be level 3 to promote. His good growths also make him a very capable archer, but it will be harder to train him that way.

    Make Robin a mage since his high base speed lets him double immediately with fireball and having an early mage is handy for a certain obnoxious mercenary early on.

    Grey is kind of a wild card. Definitely make him a mercenary if you didn't feel like making Cliff one, otherwise it's probably best to make him a cavalier

    Silk is a unit you want to get to level 7 quickly since she learns warp very quickly. Giving her all of the speed boosts from the lion heads will make that much easier, as will giving her the leather shield so she can stay near the frontlines.

    Chapter 2:

    Jenny can already double and Boey is hopelessly slow, so focus your resources on May and Cellica. Giving May +1 speed will allow her to double attack a lot of things with thunder, and giving Cellica +2 str will allow her to seriously nuke some stuff with Fire. Make sure Cellica is leveled up so she can learn Angel to beat the dragonzombie later in the chapter and give Jenny a few levels so she can spam meatwalls with illusion. Other than that, rely on Saber until you get the pegasus sisters next chapter, and then rely on them and the stupidly OP Angel Ring.

  4. Boots Marth is borderline canon. Besides that, I would just boost based on need. I'm assuming you're not warp skipping, so I'll put this in terms of making your team the best possible. Basically, you want to prioritize Marth and your frontline units while just keeping your tanks/magic users more or less the way they are.

    Boots: Marth. He has to do everything anyway, so...

    Speed Ring: Minerva is kind of slow without it, so I would suggest giving one to her. Give later ones to Marth or Minerva if their speed isn't growing as much as you want. Doga and Jake would also benefit but their crippling move would probably make it not worthwhile.

    Power Ring: Post-promotion Sheeda or Katua are your best bets, but these are handy on anybody who isn't getting enough strength. Marth and Navarre probably get priority after the pegasus knights, though Gordon could make use of it too since he'll have trouble dealing decent damage to non flying enemies without it.

    Skill Book: You can't sell it, so just give it to Marth or Minerva since their base skill stats are awful.

    Goddess Icon: Doesn't really matter much anyway, so just give it to someone that doesn't have near capped luck already.

    Dragon Shield: Marth, maaaaybe Merric if Marth has huge defense already.

    Angelic Robe: Marth/Flying unit of your choice.

    Amulet: Probably Marth again.

    Weapon Manual: Doga, not because he's useful, but because I don't think anybody else you picked has weapon level issues.

  5. Looking pretty good so far. I can't comment on the audio, but the pace of play and strategy seem good so far. I also like that you showed off the animations a bit before you shut them off.

    Besides what Trent said, maybe having a basic idea of what you're going to say ahead of time or doing a dry run would help (especially in later chapters where completing them on your first time in the lowest turncount isn't really feasible).

    I've been trying an LTC run myself out of curiosity and made basically a draft outline of the thing. Maybe it can give Rein a hand in that regard.

    Map 1 - 3/3

    Moved Grey up front so he and Robinn can easily set up kills for Cliff.
    Map 2 - 4/7
    More exp feeding for Cliff. The rest of the map is just beating up scrubs since Robin gets to level 3 naturally. A turn 3 is technicaly possible here but requires an enemy phase critical hit. ;/
    Map 3 - 2/9
    We take full advantage of enemy phase by keeping 4 of the thieves only in range of Alm, Ruka, and Grey. Weakened enemies will not attack, so they need to all have 10-16 HP by the start of the 2nd turn. Also, Cliff needs a speed proc for this to work without crits.
    Grey > Cavalier, Robin > Mage, Cliff > Mercenary, +3 Speed to Silk
    I think this is the best combination of classes. Mages have a nice niche in targetting res from a range. Cavalier softens up and baits up faraway units before others can get there. Mercenary is great almost solely for abusing the potent, long ranged Thundersword.
    Robin makes a great early game mage because he is still capable of doubling lots of enemies despite Fire's 3 weight. Grey and Cliff are close to interchangable, but I opt for Merc!Cliff for his superior speed and defenses later on.
    Silk gets all of the Lion's Head bonuses in speed to salvage her lacking offense. In retrospect, I might have given 1 more speed to Robin so he can double Soldiers. 1 more speed for Silk just prevents the rare cavalier from doubling her and doesn't really let her double more stuff.
    Map 4 - 5/14
    Robin is sent up the mountain range to take care of the infamous Leather Shiled Merc. He can easily 3 shot it in the last 2 turns. (2 player phases and 1 enemy phase.) The rest of the map is straightfoward: give Silk as much exp as possible and prevent enemy units from fleeing to heal.
    Map 5 - 5/19
    Now it's time for the infamous Steel Bow!Archer. Robin nukes him, setting up the kill for Silk. Then, Alm and Ruka take on the middle soldiers with magic support from Robin. The trickiest enemy here is surprisingly the soldier on the left. Grey charges and grinds him down in 4 rounds, making sure to miss once since the soldier will attack at 14 HP but not at 10 HP.
    THUNDER SWORD GET. CLAIRE GET.
    Map 6 - 3/22
    There are a lot of units here. Luckily, Cliff can one round all of him with thunder sword hax and pave the way for the others. The lone cavalier suicides on him turn 3 to finish the chapter.
    Map 7 - 4/26
    6 cavaliers. 2 of the kills are fed to Silk. On turn 4 the last 4 cavaliers suicide on Cliff.
    Map 8 - 2/28
    ZOMBIES! :O Cliff beats the snot out of the two bonewalkers and everyone else mops up the zombies.
    All of the Lion's head bonuses and Clive's Steel Lance boost Clair's offense into absurdity.
    Chapter 1 Final - 8/36
    The first order of business is having Claire open the left door for Clive, Grey, and Force. This way, Clive gets to reach the top in a timely manner without taking away important deployment spots from the rest of the army. With the Leather Shield, he can bait the boss and soften up the enemy cavaliers while barely taking a scratch. Claire and Python clear the soldiers and archers on the bottom right, then the entire gang works their way to the top. Cliff kicks some huge ass on the boss and armor knight while everyone else just helps out.
    Alm and Claire are only like level 3, but Claire is in a good position to keep picking up experience and Silk is at the bittersweet 6.99 mark.

    All in all, things went smoothly, but without rigging a bunch of hits, the turns can really add up. :|
  6. Yeah, I think you're right on Cliff. I did the first 3 maps in 3/4/3 and he got there pretty easily. If you manage to shave a turn or two it may be a slight issue but that's about it. I'm not sure if you want him as a mage over Robin, though. He has only 1 AS as a level 1 mage and will really take some time (and exp!) to double anything. I guess he's there if you need thunder for something.

    I don't really have any technical details on RN cycling. Pausing for about a second at 240% speed usually alters the battle results for me so it's at least not a huge wait time.

  7. He ORKO's most bosses in a Warpskip dominant game.

    I think he's similar to Rutger or Asvel in that regard.

    Being locked to 1-range isn't a big deal when Javelins and Hand Axes are too heavy, and magic is weak. Swords are the best weapon type in FE1.

    He has exclusive access to Mercurius for lategame, which is even stronger than the Rapier, so I don't see why isn't he hax in the later chapters.

    Marth is the main target for warp moreso because it saves warp uses more than him actually being an awesome bosskiller. He can get the job done with a bit of rigging, but he's not even in the same league as Rutger or Asvel.

    The 1 range lock isn't really a knock against him against other units in fe1, but it makes him less impressive than say, Ephraim or Ragnel!Ike.

    Mercurious is super out of the way (You have to wait for Est to show up after several turns with it on a map that is easily warpskipped, She also doesn't show up unless you pick up Minerva, who is also out of the way.)

  8. I think you might as well just use thunder sword Grey long term because Alm can really get most of his stats from promotion gains. Considering the whole game is basically route having an extra competent unit probably wouldn't hurt. This will also allow you to allocate more of the speed Lion Head Bonuses from Alm to Silk. (She'll probably at least want +2 to double loldiers.)

    As for the other villagers, Cliff is probably out of play since it's sort of difficult to get him to 3 in raw LTC, but Robin's speed will probably useful for setting up kills. I actually like his raw power as a mage, but the higher speed and range of cavalier/archer might be more useful.

    4) I want to keep RNG manipulation to a minimum. For one, I only know one way to advance the RNG mid-map (which is visiting the unit list), and it is boring, so it is in part a limitation in practicality.

    If the RNG is anything like FE1, I *think* the RNs just cycle through by themselves over time. Unfortunately, that also happens to be boring.

  9. FE1 Marth could probably afford to move down a tier. He's definitely one of the better units in the game, but he doesn't really do anything that breaks the game. (He's basically locked to 1 range, has only around average durability, and his offense is only average aside from early-midgame Rapier hax.) I agree with Horace that that game mechanics help Marth a little more than his FE3 counterpart, but the differences are slight enough that they are pretty much the same character.

  10. The arena is actually pretty bad for making gold. Getting less than 7 wins actually loses you gold, and 7-9 gets you a modest net profit. 10-12 wins will get you a little bit of profit, but a lot of that is going to depend on random rewards. Even if you are very good you probably won't make a whole lot of gold. (Too much randomness in deckbuilding, draws, and opponent strength.) That being said, it's great for packs.

    Your best bet for farming gold is just doing the daily quests and getting the 10 gold per 3 wins in play mode. ~50-80 gold a day until you get to 2800 for the whole package. I think I'd rather just pay my way in. ;/

  11. I play a bit. I really only do play mode for the quests so I can play Arena. Whining and getting shafted in the arena are big pastimes of mine.

    Naxxramus doesn't excite me too much. A single player campaign would be a nice break from human opponents, but I probably won't put $20 into it unless I enjoy the free section a lot. The new cards so far don't excite me a whole lot either. Deathrattle is a cool mechanic flavor wise, but in terms of gameplay I just find it tedious. Too bad the entire set is going to be built around it.

  12. Sirius in book 2 could probably solo the game with relative ease, although you also need Julian, Minerva, and Merric for the final chapter as well.

    re: Bantu. Bantu has his uses in FE3, but I'm not sure I'd consider him a good character. He is pretty durable and he does have a virtually unlimited 1-2 range attack that ignores defense, but his growth is nonexistent. He's not going to get any stronger unless you outfit him with a bunch of orb shards, and it doesn't help that you also have to waste a turn to transform him into a dragon before he can even do anything. Worse yet, all manaketes are stuck with zero attack speed no matter what.

    He's absurdly good in book 1 until lategame. I agree that his 0 AS is going to eventually set him up for failure against most promoted units, though.

    Even though FE3 isn't a particularly hard game, both books are rather tough when it comes to solos. Between dragons, magic users, and silver weapon wielders, there is quite a bit of damage for characters to soak even with maxed out defenses. I'm sure it's possible in Book 1 with minimal support and lots of effort, but I'd imagine Book 2 would get absurd.

    For solo candidates, maybe Doga would be a good one? His base defense will make things fairly easy early on, then he'll have a strong 1-2 range weapon indoors with the Gradius.

  13. Conservatism, by its nature, generally falls behind policy-wise and culturally. What bothers me about your ravings are how rage-filled you seem to be about it. These posts could replace all the anti-right buzzwords with anti-left buzzwords and it would look exactly like any given comment on the Fox News website.

    I would just like to make the distinction between the GOP and conservatism. Sure, conservatism has its merits, but by looking at the current Republican Party it's hard to notice them. Does the party actually offer anything right now besides some religious pandering and not being Obama?

    Also, I think you would agree Tony's post is a bit more substantive than your average website comment, no? There are plenty of valid criticisms for Obama, but I just shake my head when I hear someone enraged about him "trying to take their guns" or a similarly inane statement. Say what you want about rhetoric, but there's a fine line between righteous rage and blind rage.

    I think he blows certain things out of proportion (last I checked, the unions over here were alive and kicking), and the delivery could use some work, but TonyMontana is on the right track. I wish politics over here didn't sound so much like a sporting competition.

    He does a little bit, but I'm not sure if Unions is one of those things. They certainly are not the force they were in the past ("Right to work" states, anyone?) , and are not looking to regain their power in the near future.

    Workers do have a reasonable amount of rights. I'm not sure how the US compares to other developed nations, but it's still fairly well removed from things like slavery and child labor. That is to say, its situation for workers is far from perfect. It is beyond me how someone can work full time at minimum wage, not have enough money to support themselves, and then get complained about when that person needs social security.

  14. Whelp, most cable news is probably not worth your time anyway.

    Maybe listening to it might be more your cup of tea? There are probably some decent places online to listen to the news if you look around a bit. npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org npr.org

  15. Mr. Cantor’s defeat delivered a major jolt to the Republican Party — he had widely been considered the top candidate to succeed Speaker John A. Boehner one day — and it has the potential both to change the debate in Washington on immigration and to reshape the midterm elections, which had been favoring his party.

    lol so much for that.

    I can't say I'm any sort of supporter for the Tea Party, but I always thought Eric Cantor came off as kind of a big tool (even for a politician!) so his loss puts a smile on my face.

×
×
  • Create New...