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RevD12

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. Wow, thanks for all the responses guys and yes I know that guns aren't technically high medieval ages technology but fire emblem itself doesn't seem to be based on that. As for why mages would need a counter over a high resistance physical unit like a pegasus is because pegasus knights usually aren't good at taking out mages that are in formation with physically stronger units limiting their ability to counter. Though the real reason to put in a new weapon type is not to nerf mages themselves as they do have notable flaws as Sangyul pointed out, but to nerf the other main 2-ranged option to make archers and other two range units a better alternative. I'm open to the idea of only making certain weapons anti-mage but the low accuracy and high avoid of mages should balance out without that being necessary.
  2. This is my idea for a new ranged weapon type to counter magic users as pegasus knights aren't an effective counter due to their weakness to bows (sometimes wind magic) and low defense. Weapon Type: Firearms Heavier and less accurate than bows but more powerful; effective against magic users and limited to 2-range only Classes Corsair\Captain - Sea-faring merchants who only use their firearms for self-defense. Promotes to the more adaptable captain who utilizes swords and firearms to protect their fleet. Musketeer\Dragoon - Trained soldiers who are skilled in the use of the new gunpowder weapons and have average stats all around. Promotes to the Dragoon the only mounted firearm wielder who trades the flexibility of new weapon types for more mobility. Cannoneer or Grenadier - A new promotion for magically modified knights willing to turn themselves into mobile weapons platforms. The scourge of many a mage with their decent resistance and ability to switch between lances and firearms. I tried to balance it in the existing framework but their may have been something I overlooked and I would love for someone to critique the idea or even add more to it.
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