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Mekkah

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Everything posted by Mekkah

  1. I know that if you trade with someone, they will equip a weapon.
  2. Lester works fine with just about anyone with Pursuit as his dad, but it's silly to use anyone but Midir because of all the conveniences of the Hero Bow. Charge is appreciated too. Faval kinda gets left behind in Horse Emblem. Ichieval makes him impossible to screw up combat-wise so usually pairings focus on trying to make Patty better, for instance through Lex, Holyn or Dew.
  3. Merric has a way harder time doubling, especially with Excalibur. The fact that Merric "eventually" outpaces him (I doubt he really does in H5 since doubling is so important) doesn't negate Wendell's amazing start. He also has access to prepromote classes like Dracoknight and has access to Warp makes him useful at so many different things. Meanwhile all Merric has over him is...one strong attack with Excalibur every turn.
  4. FE12 is pretty good about punishing turtles in some maps, though not all of them. Nearly every map has a rush objective, and the higher difficulties punish overly aggressive play because of the insane damage and accuracy the enemies have. So you have to find just the right balance.
  5. Apparently the best way to screw up an LTCer's plans is to have Snowy make posts in this thread, cause they all feel so inclined to keep replying to him that they're not going to get anything else done. : ')
  6. How about limiting Warp/Rescue range? And in exchange maybe do something about Ch12 and Ch12x because they feel a little unfair without.
  7. This does nothing for him on average. 5% extra growth means 1 point in 20 levels. If you want Andrei to be better on average, he should just have increased base stats.
  8. Examples of FE5 not providing you with a reliable solution: - Capturing the boss in Ch8. If you try to weaken him and you crit, he's dead. But you have to weaken him just enough so you can capture him, because capturing nerfs your damage output and hit rate to such a low amount that you're lucky to do anything to begin with. - Beating the Ch8x boss. The only tool the game hands you for this is Asvel. Otherwise, he's insane. - Staves can miss. In fact, everything can miss, but staves missing is more ridiculous than anything. - Movement stars on certain enemies. If an enemy like Galzus or Reinhardt procs a move again at the wrong time, you are dead. Examples of FE5 screwing you over if you don't look stuff up beforehand: - Everyone splitting up after Ch3 without warning and Leaf/Lifis' inventory ending up in chests. - Needing Door Keys/Lockpicks to advance beyond a certain point. - Needing Warp for Ch12 and Ch12x to be non-luck based, potentially with a ton of treasure lost.
  9. late but I just think Kenneth version is a lot less tedious to play than Jerme. You get to cross more terrain indoors so less snow and it's seize instead of rout. Jerme has more lax requirements though across the board. Not sure how that matches up with the different items and enemies.
  10. Mekkah

    Isadora

    Well, Vaida is good for the time she's around! She's super bulky (47 HP/22 Def), has high Str (22) and she's fast enough to double (14 Spd and 12 con). She's basically Haar with more Speed. The only thing wrong with her is availability.
  11. Or you could just RNG abuse for the boss to miss him forever to get a juicy 1 EXP per turn.
  12. Legault's HM bonuses don't do anything for him. I often hear HM bonuses cited as a reason to use a unit but rarely does anyone mention what they do in practice. Here's what he gets: 3 hp, 2 skl, 2 spd, 1 res. No strength or def. Thief class growths are just the worst. He's a little better than Matthew probably is at this point, barring perhaps speed which Matthew can cap super quickly, but they're both fast enough to steal just about anything and they're just not combat units. Legault and Matthew are virtually interchangeable for almost anything they do and that's why he's just nothing special.
  13. Some people boss abuse or abuse reinforcements. Once a unit has above 40k they can generally buy the Elite Ring, use it for a whole arena run and then sell it so the next person can buy it. Then you give it to a random unit you plan on using a lot throughout the chapter.
  14. I'm glad what I'm posting is of use to you! Spoilers for those who haven't finished. Some other things I forgot: I noticed that you often have enemies stand still until anyone comes into their movement range. This adds to the "long dull map" factor since it means the player isn't being rushed to do anything. I was glad to see that you sometimes included reinforcements or even the time limit, though this was of varying effectiveness. Sometimes the attempted pincer attack through reinforcements worked (final chapter one had potential and the ones in the snow fortress chapter seemed alright, and the chapter where Shel chases you is really good), but sometimes they were simply too easy to ignore or circumvent (Steel Sword Merc reinforcements in a small space with a 1-tile wide chokepoint come to mind). Sometimes the initially stationary enemies were in very clever formations where you had 2-3 of them completely overlap in range, forcing bait characters to take on a hit from all or most of them in order to draw them out. It's something that FE12 does a lot and it works better than the alternative, where you can bait enemies out one by one and completely trivialize them. Which was an option in Requiem quite a lot, too. Most notably in the semi-final chapter, where the Paladin reinforcements had more range than the boss. The exact same problem occurred in the final chapter reinforcement, where you could bait out one Paladin without having to be attacked by the boss that same turn. Also I haven't counted but I think this game had at least five overpowered bosses that left the battle midway through the chapter. I guess it was kind of a theme in this game and a way to give them screentime but it felt a bit overused. On a story note, I didn't really understand what was up with the semifinal chapter bosses being in the ending. They were actually good guys working for Legato?
  15. Hey there! I finished playing Requiem today. Really, really big kudos for putting out a finished hack for the community to enjoy, and one with so many chapters and characters. Just the sheer effort that must've been required to create this much content is amazing. Thank you so much for sharing it. I'll be writing my thoughts on it below. I know it's not like you're going to be able to do much with them, considering you've said in the OP that you've moved on to other things. But if you were ever to make something like this again, this might be worth learning from? I don't know. The story: While my attention span was a little too short to follow along with every single detail, it's obvious that you've put a lot of thought and work into this. You didn't just create a story but an entire world, with a history and a future. And it's a world with actual characters living in them, fleshed out through supports (holy shit you completed supports) and talk conversations. You went through the trouble of not just making the lords talk between and during maps, but several other people like Rayden, Josie, Emilia, etc. You made a lot of connections between characters like family relationships, giving them different motives for joining your army. And you gave a lot of screentime to various important villains too, giving them actual time on maps, battle convos with important characters, etc. Also gotta compliment your use of Hector Mode to basically give a proper overview of the whole chronicle and making supports more accessible. Every character even has their own ending, there's some paired endings, some of them talk to Val in Epilogue, and so on...it's all so rich. The sprites: Lots of hacks re-use or re-splice existing characters and try to pass them off as new characters, which tends to bug me. You (and the people in the credits) have created a truckload of new characters with new visuals, and I can hardly recognize existing characters in them. They are colorful and pleasing to the eye. Weapon/item names: This is a minor thing but I noticed you kept most old weapons but gave them all new names. I'm not sure why you felt like doing this: it seems like a lot of work and it didn't do much for me. I kept doing a double take cause I thought I was about to face a Killing Edge or some other kind of special weapon only for it to be like a Steel Sword called a Trained Edge. Now I've gone over pretty much everything but the actual gameplay, and this is something that I haven't seen mention anyone in this thread yet. The maps: You've made a ton of maps and again, it's obvious you put effort into it. There's castles and outside maps, variance in objectives as you'd expect from FE. I like that you added escape and added a time limit to the final chapter. Most of them are enormous, and I think this is actually the thing that stood out to me as something unenjoyable. Almost every map has the scale of FE7's Cog of Destiny and then some, making them take a really long time. A lot of them also have the rout objective or might as well have, since every enemy is pretty much on the way to the throne/boss. I might be a little indoctrinated by Markyjoe here but I think less is more when it comes to size. I counted the map where you fight Bran and I think I came to something like a 30x20 or even 30x30. I find these kind of maps rather draining and they made me want to take a break from the game when I finished one and the game threw another one at me right after. I think the right way to go about this is to have mostly small to medium sized maps and have the complexity and enemy quality make the player think more, kind of like FE12 did a lot, while keeping some big maps in reserve for mostly lategame for "epic final battles". But if all of the maps are as big as a final battle, they feel ordinary. This was my main gripe with the game, and it's actually my only major one. I'm not writing this to try and get you down because I think this hack is amazing overall, but I wanted to have mentioned it. Character balance: I have only used maybe 15 characters throughout the game but I had a look at the growths and bases and I think you did a great job. You gave (I think) everyone the same growth total and showed that you understood how important Pow and Spd were to characters, as pretty much everyone has a reasonable growth in both of these areas, just like in The Last Promise. This makes everyone usable to an extent and gives the game a lot of replay value. You didn't do anything crazy with changing class properties from the original other than one small change that I really liked: changing the default weapon level of the secondary weapon gained upon promotion to base D instead of E. Made that weapon actually useful. Personally I got a lot of use out of the Longbow with Marco with his huge str. Overall I really appreciate you making this and I wish you good luck in uni and all that stuff!
  16. She is going to be just as fast and dodgy, give or take like 2 points at most, as a Paladin. Only she's going to move like twice as far every turn.
  17. dondon trained Bartre for Karla and used Raven a fair bit, and he had Erk and Lucius make up for the deficit in the Vaida chapter. He also had Priscilla and Serra staffspam so they could Warp, but since he was LTCing he probably had less turns to do so than you did. I think you can still go for Kenneth. It is a lot less tedious.
  18. Nobody forgot anything. Amelia's extra leveling potential has been taken into account when making comparisons, only they did it without assuming tower grinding. Because when you tower grind everyone, everyone is godly. Only some people take longer to grind up. Fliers > Cavaliers has what to do with anything? Last I checked neither Amelia nor Gilliam has wings.
  19. That's what character guides are for. Tier lists have always had the aim to promote discussion between experienced players.
  20. happy birthday my man!

  21. I'd say having her survive a Ch24 Manakete attack could very well be worth it. Can she do that?
  22. +1 for the player phase music of Lyn and Hector Mode.
  23. Here's the recordings of my own unfinished run. https://docs.google.com/spreadsheets/d/1jj9oYDubTceVI1BSu5nLB6-JxZveVheqEOiKrTn7Dgc/edit?usp=sharing I've only kept track of turns. As you can see, it starts with a pretty big deficit, but the midgame turn count requirements are very generously making up for it. At Dragon's Gate, I'm already in the positive.
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