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1% critted

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Everything posted by 1% critted

  1. AI takes into account the damage displayed when attacking, so it takes into account stuff like Sakura's/Elise's personal skill, terrain, and Weapon triangle advantage/disadvantage.
  2. The foxes switch it on/off at the end of your player phase. The aggresive foxes (the ones that move towards you from the start) don't have illusions (because that would be too cheap even for this map). The wind has a set pattern every time, but I don't think a site has the list of the pattern per turn. But it's the same every time. What really sucks is being pushed towards Fuuga, because that triggers some reinforcements.
  3. That's because their usefulness is either in just making the characters look how you want, and in mycastle battles or buildings. If you have access to other castles, the materials are really easy to farm. If you don't go to other castles, then you'll probably have like 4 accesories by the end of the game.
  4. But you can have sunglasses in important story moments ;)
  5. The kitsune's illusions go on a pattern. At the end of the player phase, if the kitsune has an illusion it will turn off and viceversa. But, some of them never use an illusion, like the ones that are aggresive since the start of the map. One thing I don't like is that when the illusions make them untargetable, but not impassable, so they can and will block you if you are on a chokepoint. Then the ones with pass will ignore your tank if they can't damage it, and just go straight for your other units (and their ponies).
  6. I guess more testing will be required, but I've manipulated the AI before with that trick.
  7. I don't know if my messages don't show up or something , but they do go for the easy lethal attack, even if Dual Guard will stop it. Try having a full Dual Guard Camilla in range of an aggresive Kinshi Knight, and it will move first and go for the kill. I tested it on Veloria's paralogue against an Adventurer, and it worked.
  8. Ride the wind If it's useful for you, the kinshi + Lance master formation won't move until you get in range of one of the lancers (which aggros the kinshi as well), this means that you can get in the kinshi's range with a flier and as long as you aren't in the range of one of the Lancers, the Kinshis won't move. Same goes for the top left formation. The enemies near the boss will move only when you get on their range, one by one. And when an ally unit reaches the boss' platform, reinforcements will spawn in the next turn on the top left and in the boss platform, and they are a lot so be careful. I'm not sure if you have to end a turn in the platform or attack a unit in it, but be wary of that.
  9. The faceless reinforcements are indeed infinite, but they start appearing on a pattern after turn 6 or something. If you get rid of the horse pairs, and the enemies that are near them, you can rush the boss. Also the boss is really easy to kill since the Yato negates some of Dragonskin's effect, and you only need to kill the boss once, and the clone dies with him.
  10. The AI doesn't know it has poison skills. Let's say Silas is in range of two poison strike faceless and Elise is in range of one of them. If they both attack Silas he'll die due to poison strike doing more damage than actually displayed, but since the AI doesn't know that, one of the faceless will attack Elise and the other will attack Silas. As mentioned before, if an unit will do no damage, and will be counterattacked it won't attack. In some cases, it also won't move if the only unit in it's range is invincible. The exception to the rule is that the AI sometimes (I'm still not sure about this one) will attack with 0 damage even with counterattack if your unit has a full dual guard gauge, just to get rid of it. The reason why I say i'm not sure about it, is that you can bait one-shot attacks first on EP (say a bow vs. a flier) with a full dual guard gauge. Example: if Camilla with a pair up with dual guard ready is in range of a Kinshi knight and a Lance Master, but the Kinshi knight will one shot her, the Kinshi will move first to try to kill Camilla, but will fail due to dual guard. I have more of these, but I can't remember them right now. Will post more later.
  11. Did chapter 10 and 11 on Conquest Lunatic on my first try !! But took a break after After I finish this run, I'm planning on logging a No Royals Lunatic run on all routes, but not gonna record it since I don't have the means for it :/
  12. If you don't cheese the chapter it's pretty ridiculous with those golems. They can one shot squishies from long range.
  13. I'm on Chapter 27 of a Birthright Lunatic run, and on Chapter 10 on Conquest Lunatic. I don't know why I just don't finish the Birthright run,but I'm having a blast on Conquest Lunatic. For Chapter 23 you need an unusual strategy, which basically revolves around not letting the enemies get an enemy phase. You'll need two tanks for the chokes (Ryoma is one of the best at this), one on the second lower choke and one on the topmost choke. You can let your characters get hit by the DV, since if they all bunch up in the choke, you'll get overrun. But the ones getting blasted by the DV are most likely at one HP. But they will never fight the enemies head on on EP, on Player Phase they will kill all enemies in range while staying out of the way of other enemies that couldn't be finished off. By staying on the right side of the map, and blocking two of the chokes, you can hold out until the reinforcements run out. After that, it's just heading towards the boss, healing those that are nearly dead, and being wary of the last reinforcements that appear when you enter Camilla's side of the map.
  14. Chapters 23 to Endgame of Birthright basically said okay we are done playing around. Good thing you breezed through 23 it's one of the more annoying ones. What I did for 24 was to bunch my units south for the first wave and use the magic ballista. The enemies up north don't move until you are in range. Lobster lord is great for this chapter against the berserkers and especially the boss. If you can survive the initial part of the chapter, the rest is easy. Also unless you are planning to take a sky battle with the wyvern reinforcements, activate the tornados ASAP. Chapter 25 on the other hand, has THAT ENTRAP MAID.
  15. Try viewing the animation without using fast forward (pressing the A button) for a surprise ;)
  16. Only in Chapter 21 of Conquest every unit has to escape.
  17. The foxes toggle their illusion on/off at the start of the enemy phase every turn. Not all foxes have illusions, so some will never be untargetable. The fox group that rushes you from the left and the ones to the far north don't have illusions. The fox group in the southwest all have their illusions on the same turn. The ones in the northwest alternate between turns. And the group with Nishiki alternate between Nishiki having the illusion or his guards having the illusion. The tree on the top side helps immensely on this chapter, since it baits the north group to the right side of the map, where the terrain is easier to pass through. Dragonstone Corrin/Kanna are great for tanking in this chapter, or Flannel if you have trained him, since even with beastbane they do almost no damage to him and he hits them with his own beastbane.
  18. How do you expect me to replay L+ mode, without picking casual?
  19. I've thought about it, but I haven't done it. So I'm in I guess.
  20. That and chapter 18-20 are huge brick walls.
  21. R.I.P. Sticky jumper. And stories? Well I have a bunch, but one of my oldies is this: I was an engy, fairly new at the game. Map was cp_(I seriously forgot), and I had setup a sentry near the enemy's second point. I then proceeded to die to a demo. After I respawned I took out my wrangler and aimed unconsciously to the right and fired ( for no reason), and I killed two people. The funny thing is, I was at my spawn, and I had no vision of my sentry, yet I still killed two guys randomly. Hmm scout vs. soldier.... I am well versed in both sides of the battle, but I know a lot of scouts that get mad because of hurr shoot ground kill scout. I've faced some of the best scouts, and what one of them told me, is that they watch where my rocket launcher is in my viewmodel, that way they know where I'm aiming, and they almost never jump, because jumping is almost suicide against a good soldier. So as a scout vs. a soldier, it's better to be in an open area, and if you do jump don't double jump in an obvious manner, or you will eat a rocket. You can also ride the rocket's splash, if you want to be edgy. On the soldier side of the bargain, well first is what I mentioned, hit them after they jump. Good scouts will want the height advantage, and also don't waste your rockets on far away scouts. If you switch to the shotgun, the scout will probably bum rush you, because they have the advantage in that situation, unless you are an excellent shot. But one good tactic is to switch to shotgun, wait for them to come at you, then switch back and kill them. What are your favorite maps of each game mode? CP: Tie between granary, and badlands A/D: Gravelpit PL: Badwater KoTH: Viaduct CTF: Turbine
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