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On June 17 2017 11:28 BLinD-RawR wrote: so wonder twins > fire dad > fire marth ok in that order I will go
also whats a PME run?
where does the radiant duo fall in this?
Radiant duo are the best FEs imo. The world of Tellius is amazing.
Sadly near impossible to find so you'll have to use Dolphin.
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In FE13, if your unit is attacking and has more than one adjacent friendly, can you manually choose who to dual attack with? Is that only in Fates? Does it automatically choose the most advantageous pair? I can't for the life of me figure out how to toggle who is supporting if I'm next to 2-3 friendlies that already took their turn. Am I having a stroke
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On player phase, you can change which unit enters battle using L or R. On enemy phase it just uses a priority order.
Though really in Awakening there's really no reason to ever be unpaired anyway.
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so GI gave this FE a 7, which is way lower then any other FE offering.
I guess i'd have to sort of agree, now that im getting near the end, there is too many poorly made maps in this game. Basing map after map on cantor spawns is not really intriguing gameplay. It also feels pretty dumbed down and simplified.
Decent game but I doubt ill be playing it again
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On June 22 2017 00:06 VayneAuthority wrote: so GI gave this FE a 7, which is way lower then any other FE offering.
I guess i'd have to sort of agree, now that im getting near the end, there is too many poorly made maps in this game. Basing map after map on cantor spawns is not really intriguing gameplay. It also feels pretty dumbed down and simplified.
Decent game but I doubt ill be playing it again If reviews were rating SoV down for celica act 4 or the desert maps, or maps in general I'd understand. But they mark them down for lack of waifu system and the story...which is worse than Fates somehow...
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Some of them do correctly dock the gameplay for being tedious and un-fun. But for the most part, a lot of the reviews give the right score for the wrong reasons, lol.
Finished my draft over the weekend. Nothing particularly noteworthy, other than the game being even easier than I remembered (in part due to how surprisingly generous the XP is). Prior to this I'd had FE8 and Birthright as somewhat up in the air over which one is the easiest game in the series, but now I think SS is pretty clearly easier.
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On June 22 2017 00:26 Cricketer12 wrote:Show nested quote +On June 22 2017 00:06 VayneAuthority wrote: so GI gave this FE a 7, which is way lower then any other FE offering.
I guess i'd have to sort of agree, now that im getting near the end, there is too many poorly made maps in this game. Basing map after map on cantor spawns is not really intriguing gameplay. It also feels pretty dumbed down and simplified.
Decent game but I doubt ill be playing it again If reviews were rating SoV down for celica act 4 or the desert maps, or maps in general I'd understand. But they mark them down for lack of waifu system and the story...which is worse than Fates somehow...
If that means the future of FE is going to be waifu sims with implausible child-incubator-alternate-dimensions and a gazillion weird abilities that you have to check through copiously whenever a new fricking enemy spawns on the map... I'll be kinda sad
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I wouldn't worry about it. Bad game reviews aside, IS knows where public opinion stands on 3DSFE's mechanics.
Shipping may stay, but Fates went over the top with it, and children have clearly overstayed their welcome.
Honestly, I'd worry more about some of Gaiden's mechanics that are not conducive at all to good map design but have become annoyingly popular among people playing SoV (1-5 range archers, unlimited use warp/rescue, etc.).
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yea children is one of the worst mechanics unless they change how it works/applies.
Them being defacto super units is pretty lol
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Ehh, they aren't really de-facto super units. Fates children are balanced for the most part, and Awakening children run the gamut between overpowered (Lucina, Morgan) and utterly useless (Gerome, Inigo) just like the first-gens.
The kids are only especially dominant in postgame (Apotheosis, Fates PvP), but really who the hell plays Fire Emblem for postgame, lol.
Mostly they just detract from/don't contribute to the narrative. From a gameplay standpoint, the "variable-join-time prepromote" concept for kids in Fates works very well, they just need to not be kids.
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Wait are the 1-5 range archers bad for map design? I loved that the archers had that much range. They're like Siege Tanks that can move and that don't do as much damage.
So nothing like Siege Tanks. I did like the archers though.
Can't comment about the unlimited warp/rescue.
Children can all go to purgatory though. As much as I like Percy, I don't like children in the Fire Emblem games. Well specifically I don't like having the children and parents playable for the same generation. I'd be fine if they did a 30 year leap into the future or something. I'm thinking like FE4.
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1-5 range archers work because most of the maps are open fields and all of them are Rout maps. Once you introduce complex indoor maps with restricted movement, you introduce a lot of issues where you have to make the map robust to archers cheesing certain segments firing over walls/impassable terrain.
Beyond that, Gaiden archers are only really useful because all the enemies are annoyingly bulky and most of your units can't kill enemies that easily, so varying degrees of chip damage are actually useful. Making their damage awful is part of balancing their insane range. Moving back to traditional good FE design where your units can actually kill things,1-5 range archers are either going to be useless because the chip damage is largely pointless, or be overpowered if they can actually kill things.
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class changing boey to archer made him a top 5 unit for me on celica's heavy loaded team, and he's complete dogshit. I would have to say that bow knight is probably the second best class after dread fighter in this game. If I replayed this game I would class 2 of my villagers on alms side as archers.
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You get heavy diminishing returns on a 2nd archer because it becomes really hard to afford a 2nd Killer Bow without grinding.
Honestly neither Gray not Tobin are particularly good as archers anyway. If you really wanted 2 archers, you'd probably just want to put up with using Python over trying to make Gray or Tobin do it.
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On June 22 2017 03:44 TheYango wrote: You get heavy diminishing returns on a 2nd archer because it becomes really hard to afford a 2nd Killer Bow without grinding.
I feel like blessed bow is passable as far as the main story goes, no postgame. is there something between killer/blessed?
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Blessed Bow is great on Celica's side because you fight so many monsters. It's a lot worse on Alm's side because outside of dungeons most of the enemies you face are humans.
Killer Bow is useful because it's skill is basically 1-5 range Twin Lions. Silver is useful to have one of to use Ward Arrow, but as a general-use weapon, it's a lot worse than Killer.
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On June 22 2017 03:38 TheYango wrote: 1-5 range archers work because most of the maps are open fields and all of them are Rout maps. Once you introduce complex indoor maps with restricted movement, you introduce a lot of issues where you have to make the map robust to archers cheesing certain segments firing over walls/impassable terrain.
Beyond that, Gaiden archers are only really useful because all the enemies are annoyingly bulky and most of your units can't kill enemies that easily, so varying degrees of chip damage are actually useful. Making their damage awful is part of balancing their insane range. Moving back to traditional good FE design where your units can actually kill things,1-5 range archers are either going to be useless because the chip damage is largely pointless, or be overpowered if they can actually kill things. I see your point regarding the archers. I think you *could* make them work, but you'd need to put significantly more work into the maps then. I suppose the fact that the enemy could also have archers, which could potentially help with the balancing.
But then the actual balancing of the archers could be difficult as well - too strong and they could roll everything but if they're too weak they hit like a wet noodle.
That said, considering how dominant cavaliers have been in Fire Emblem, I might be willing to accept an archer meta.
I really want armor knights to be top tier, but I don't think that'll ever happen. Or if anyone would like that at all haha!
I think archers could have high range and high damage, if they were weak in some other area. Might not be feasible, but I think it's possible.
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On June 22 2017 08:03 Frudgey wrote: That said, considering how dominant cavaliers have been in Fire Emblem, I might be willing to accept an archer meta.
Funny you say that because I'm replaying Awakening and wanted to go with a beefier lineup for shits and giggles and use some units I hadn't used on my first playthrough. But my cavs feel like they're getting destroyed. Are they supposed to be pretty weak until they promote?
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Awakening along with the 2 Jugdral games are probably the games where Cavaliers are most mediocre. Neither Sully nor Stahl have exceptional stats, and Awakening is a game where magic classes are particularly dominant (Sorcerer and Dark Flier in particular). Plus, the fact that Rescue becomes infinitely buyable midway through the game means their mobility advantage is largely nullified by the fact that with staff users you can just chain-Rescue people around the map for fairly negligible cost.
Sully is somewhat better than Stahl due to the fact that she has Wyvern as a reclass option and has a better early game in general since she has an easier time doubling. But regardless, neither of them will ever really be impressive.
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On June 22 2017 10:10 TheYango wrote: Awakening along with the 2 Jugdral games are probably the games where Cavaliers are most mediocre. Neither Sully nor Stahl have exceptional stats, and Awakening is a game where magic classes are particularly dominant (Sorcerer and Dark Flier in particular). Plus, the fact that Rescue becomes infinitely buyable midway through the game means their mobility advantage is largely nullified by the fact that with staff users you can just chain-Rescue people around the map for fairly negligible cost.
Sully is somewhat better than Stahl due to the fact that she has Wyvern as a reclass option and has a better early game in general since she has an easier time doubling. But regardless, neither of them will ever really be impressive. Fuck
Edit: WELP who should I use then lol. I'm only on like ch10 so whatever. Let's mix it up. Give me your favorite characters or re-classes I probably ignored on the first try.
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