Rodykitty Posted August 25, 2009 Author Share Posted August 25, 2009 (edited) I'm fine with weakening enemies for Dolph/Catria to kill, but within reason. I would say Catria and Dolph can get one kill out of every group of enemies, as well as EXP from whatever enemy phase allows them to do. Edited August 25, 2009 by Brawl Sheeda Quote Link to comment Share on other sites More sharing options...
Don Draper Posted August 25, 2009 Share Posted August 25, 2009 (edited) At a point where the rest of the team is better by the second, and assuming we're seriously using Dolph, which would be better? Making already strong characters stronger, or ending a weaker character's period of suck sooner? That argument holds no water anymore. It doesn't work for characters like Nino, and therefore it doesn't work for Dolph How can anybody possibly justify that Dolph gets any of these kills? It would be rather inefficent to kill it with Cain or someone who's turn would have been much better spent weakening another guy, don't you think? Dolph killing that pirate doesn't just get it out of the way, it means your better units now have their hands free to cause damage against bigger threats.Furthermore, denying Dolph any kills in this chapter under the logic "any non healer could take those kills" is just a ridiculous sandbag aimed towards him. That strategy is situational. There will often be times when you're facing just 2-3 enemies at a time, and the entire team can take these on and not have any other enemies to worry about weakening. I'm not denying Dolph isn't getting any kills, but giving him more then his fair share is favouritism, plain and simple. Edited August 25, 2009 by IOS Quote Link to comment Share on other sites More sharing options...
Dat Nick Posted August 25, 2009 Share Posted August 25, 2009 That argument holds no water anymore. It doesn't work for characters like Nino, and therefore it doesn't work for Dolph It doesn't work on characters like Nino because by the time they get levels...game over. but giving him more then his fair share is favouritism, plain and simple. Care to quote the portion of my post where I said anything resembling this? Quote Link to comment Share on other sites More sharing options...
Don Draper Posted August 25, 2009 Share Posted August 25, 2009 We can't expect Dolph to always have an enemy to finish off, every turn. Thats what I meant by that. Quote Link to comment Share on other sites More sharing options...
Dat Nick Posted August 25, 2009 Share Posted August 25, 2009 We can't expect Dolph to always have an enemy to finish off, every turn. Thats what I meant by that. We can label it as a common scenario for him to have a target to kill when we have several characters putting enemies into his kill margin. Quote Link to comment Share on other sites More sharing options...
Rodykitty Posted August 25, 2009 Author Share Posted August 25, 2009 Like I said, I don't find it unreasonable if they score 1 kill per enemy group they are active in fighting (maybe two if the enemy group is large enough to spend more than one turn.) Though I'm not too privvy on farming reinforcements. Quote Link to comment Share on other sites More sharing options...
Colonel M Posted August 25, 2009 Share Posted August 25, 2009 He gets maybe a bit over 20 CEXP per kill, on top of that he can chip something for some decent CEXP. Of course I'd have to replay this and see for myself, but even so I don't see him walking out without a level (or even 2...) in 12X. Which, remember, is 2/6 levels. Quote Link to comment Share on other sites More sharing options...
Dat Nick Posted August 25, 2009 Share Posted August 25, 2009 (edited) Though I'm not too privvy on farming reinforcements. I don't recall reinforcements ever being bought into this, and some of them are mandatory (or really close to) to deal with anyway. Edited August 25, 2009 by Joker Quote Link to comment Share on other sites More sharing options...
Rodykitty Posted August 25, 2009 Author Share Posted August 25, 2009 I'm mostly thinking Ch. 14's reinforcements, which normally are used to get Katua or Paola going. Quote Link to comment Share on other sites More sharing options...
Colonel M Posted August 25, 2009 Share Posted August 25, 2009 They can work though. B2BD DID record ~24 turns though, but I don't know how much he was charging at the throne. And it's not like no one appreciates some reinforcement EXP anyway. Quote Link to comment Share on other sites More sharing options...
Rodykitty Posted August 25, 2009 Author Share Posted August 25, 2009 Yeah, but dondon went in and complained that BB's turn counts weren't good enough, so... I'll stand on uncertainy. Quote Link to comment Share on other sites More sharing options...
Colonel M Posted August 25, 2009 Share Posted August 25, 2009 (edited) Keep in mind this was the guy that didn't go to Gaidens / somehow had units at level 15 on C16. Without using B2BD's turn counts as guidelines, I'm about near his turn counts too. Edited August 25, 2009 by Colonel M Quote Link to comment Share on other sites More sharing options...
Dat Nick Posted August 25, 2009 Share Posted August 25, 2009 The pegs start at turn 12, right? I find it hard to imagine you wouldn't bump into some of them. Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 25, 2009 Share Posted August 25, 2009 Keep in mind this was the guy that didn't go to Gaidens / somehow had units at level 15 on C16. Without using B2BD's turn counts as guidelines, I'm about near his turn counts too. Whose turn counts? Label your antecedents... The pegs start at turn 12, right? I find it hard to imagine you wouldn't bump into some of them. I generally have Catria, Paola, Minerva, Shiida (if any of the last two are fliers) block off the reinforcements. Quote Link to comment Share on other sites More sharing options...
Colonel M Posted August 25, 2009 Share Posted August 25, 2009 Did I not say B2BD's? Besides, I haven't seen dondon's anyway. Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 25, 2009 Share Posted August 25, 2009 The only thing I posted was 17 turns on chapter 14 with getting the treasure and shopping (though I passed up the Thoron). Whatever, I'm not going to digress any further. I just question the reliability of reinforcement farming since it generally doesn't fly in any other game. Quote Link to comment Share on other sites More sharing options...
Rodykitty Posted August 25, 2009 Author Share Posted August 25, 2009 (edited) Note that I never say that reinforcements won't get killed at some point if they appear, but I do mean farming a large turn count of reinforcements to get EXP instead of heading for the throne. Edited August 25, 2009 by Brawl Sheeda Quote Link to comment Share on other sites More sharing options...
Colonel M Posted August 25, 2009 Share Posted August 25, 2009 It's fine. I don't take advantage of the reinforcements myself except in rare instances. I usually don't block some chapters if only because it's a bit more tedious to do (C10 is an iffy example). I'm replaying through the game so I'll see what happens in C14. Quote Link to comment Share on other sites More sharing options...
Dat Nick Posted August 25, 2009 Share Posted August 25, 2009 ^^^Pretty much the above...nobody has ever advocated farming reinforcements. I just block them when it's convenient and whack them when it's not. Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 25, 2009 Share Posted August 25, 2009 I never really find not blocking reinforcements to be convenient >.> Quote Link to comment Share on other sites More sharing options...
Dat Nick Posted August 25, 2009 Share Posted August 25, 2009 C9 C10 C12 C12x C16 forts with the knight/cav closer to the boss Quote Link to comment Share on other sites More sharing options...
Rodykitty Posted August 25, 2009 Author Share Posted August 25, 2009 Dolph & Catria don't even exist on C9 & 10, though you're probably throwing those out there in general. Blocking reinforcements is very easy on C12. You can bring three stooges to do so at the beginning of the chapter. Haven't played 12x, but Ch.16 forts are a definite for getting kills unless you somehow manage to make a safe way to block them with fliers (which is a huge doubt). I would say Dolph/Catria can get a kill per wave and others aren't deprived this way. Quote Link to comment Share on other sites More sharing options...
Dat Nick Posted August 25, 2009 Share Posted August 25, 2009 (edited) Blocking reinforcements is very easy on C12. You can bring three stooges to do so at the beginning of the chapter. C12 is a chapter low on deployment spots (11) so it's very likely you don't have three stooges who don't care about getting EXP. Edited August 25, 2009 by Joker Quote Link to comment Share on other sites More sharing options...
Colonel M Posted August 26, 2009 Share Posted August 26, 2009 Alright, I do need some clarification. Perhaps a hint of light. Why is Cord > Barst again? Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 26, 2009 Share Posted August 26, 2009 IIRC Cord doubles a little earlier, and that's about it. Quote Link to comment Share on other sites More sharing options...
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