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Robertboybobo

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Posts posted by Robertboybobo

  1. Thanks, let's see.

    And yeah l95, I know. It's just sometimes by the time I hit turn 50, some are in love, some aren't, while they might be if I load a savestate and try again. Mind you, all these attempts, they were right next to each other for EVERY turn of chapter 4.

  2. By what time do the Gen 1 characters have to be in love for the children to appear in Gen 2? I've been looking all over, and I can't find an answer-and for some reason the love points aren't always distributing, so I kind of need to know.

  3. I'm at an awkward point for inserting music in my hack:

    I have:

    • the MP3 files
    • the soundfront, FE7 Native Instrument Map
    • Frooty Loops studio: REQUIRES THE FILES TO BE MIDI
    • Windows XP, if that matters

    I can't really find a completely trustworthy MP3 to MIDI things, and I'm kind of at a wall. Any ideas on what to do?

  4. Interesting...your point is certainly proven. A few rally bots help for the non-AI. I'll take this into account, but in my experience fast units can pack quite a punch. Tanks-most tanks have a weakness, but can destroy until there weakness is made use of by the enemy. However, again, I understand your point.

  5. Stats are important, yes, but out of all stats, SPD is the least. You won't dodge, and doubling means nothing if you don't survive long enough to do it. On the other hand, Movement and SKL are the most: Movement is what allows for initiations. Your unit dies whenever the player's units get to attack- Double Braves means 6 hits. Most fights won't even take 3.

    Counter doesn't mean much, as Damage alone doesn't mean anything: Only kills do. Counter is -not- a deterrent- it just means some damage is coming back. Up against something like Vengeance/Vantage it acutally serves to screw you over, as it's a controllable way for a unit to power up Vengeance and enter Vantage range. Which, BTW, screws you over completely, as against that, your units can no longer initiate.

    Elixirs burn turns that could be used for offense, but at the same time, if something crazy happens and one of your units live eh... Most likely heals and such won't ever be used.

    - I think speed is VERY important. Doubling DOUBLES damage, which can be very bad.

    -Counter can cause kills. Activating Astra on a counter unit has killed me before.

    -I'd rather take survivability over all out offensive. Just my taste. However, I'd like you guys to experiement, and tell me how Elixirs are. Having a second DS will help.

    So yeah, guys, please help.

    Also, DONNEL is finished! Thanks for watching.

  6. Let's back up a bit and consider this question: What is your StreetPass team's goal?

    My answer would be "to be unbeatable to as many players as possible". Now, consider most players: they aren't optimized for StreetPass or they have no sense in metagaming. Basically, they aren't going to 6x Brave Attack or any of the scary strategies you know. The most they will have is all the children (naively thinking children all the best) or their favorites (Donnel, harem, etc.). They will use strategies that work in-game but not optimal for StreetPass (e.g. Aversa's Night, Pavise/Aegis).

    This means that you don't have to assume that all of your units are going to be 6x attack'd and OK'd before they get a chance to attack. Therefore, you are allowed to use strategies that take advantage of this ignorance.

    Of course. However, this is the goal-Duel with the unbeatable, create the best team. I'm trying to make them realize that there are key differences between in game and streetpass battles. That is another goal of this guide. Actually, it's great that you mention Donnel-I think you have just helped me come up with that new Character.

    However, since there are indeed players that know work arounds, you want to know the best strategies you can do-After each character is done, maybe or maybe not the children, I will cover tips and tricks, and a what to know. This should be the icing on the cake.

    Remember this-if they want to use their favorite units and skills, let them! If they don't care about streetpass tea,s, well, they don't! If your going to really want to watch the guide, then you'll watch it, and learn! If you don't care, then don't.

    I also don't think I'm the best recorder, or anything I am happy that this isn't just a complete disliking thread, as well.

    I appreciate your feedback!

  7. Dread Fighter > Dark Knight

    That +1 Spd advantage is actually important. Otherwise, Assassin Lon'qu's Severa and Gaius's Cynthia can double Morgan.

    Counter is really important in StreetPass. It limits the player's movement options because a unit in the Counterer's range is a dead unit during the Enemy Phase.

    Elixir is just bad. Grind Goddess Staves instead, but it's probably better just to let an injured unit attempt a Lethality because no one is lasting long.

    Eirika's vs Brave Sword is debatable.

    Miracle is really useful. Thus, Lethality vs. Astra needs to be investigated. Because, a Astra activation is likely a KO anyway.

    I do agree, that plus one speed sounds important. In addition to having more weapons then a Dark Knight, it also doesn't possess a weakness. The only flaw is that it's male only.

    In my opinion, the AI stinks with the staff. That's why I only include one or two with a staff on my team. The AI almost always says to attack before healing, soo..... and they just aren't that stupid with elixirs.

    Move > SPD. Speed doesn't do anything useful in Streetpass.

    Counter is only good if 1-locked.

    Elixir is more for lolz. Chance of survival is really meh.

    Eirika's has 15 Hit over the Brave Sword, which goes farther than the extra uses and MT of the Brave Sword.

    Miracle doesn't do a whole lot, sounds good on paper, but beyond that no.

    For Astra to be a KO the unit has not only get the proc, but has to land 5 hits, and be doing 34 damage as a base.

    I'd dissagree. Stats are VERY important in streetpass, but the extra movement is very helpful indeed.

    Counter is useful for the enemy, since your ALWAYS going to be dealing damage out.

    Again, I'd dissagree.

    I will take this into account as I experiment.

    Miracle isn't that great, i'll agree, it's only saved me 4 times throughout all the playthroughs of this game.

    Astra is useful, but since Lethality ALWAYS kills an enemy, unless they Dual Guard or Miracle...

  8. What he said, Anathema.

    I personally never go shopping, JSUK. I find it tempting sometimes, but when all they offer is, say, strength and HP tonics, it gets annoying.

    Anyways, back on topic. I believe Cherche will be next on the list.

    What is your favorite pairing for Cherche? Any advice, lists, builds?

    Prepare for me to mention the worst pairing in the game as one of her better ones.

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