• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:10
CEST 00:10
KST 07:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro24 Preview Pt1: Runway52v2 & SC: Evo Complete: Weekend Double Feature2Team Liquid Map Contest #21 - Presented by Monster Energy8uThermal's 2v2 Tour: $15,000 Main Event17Serral wins EWC 202549
Community News
Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments7[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10
StarCraft 2
General
#1: Maru - Greatest Players of All Time RSL Revival patreon money discussion thread 2v2 & SC: Evo Complete: Weekend Double Feature Is there a way to see if 2 accounts=1 person? uThermal's 2v2 Tour: $15,000 Main Event
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series LiuLi Cup - August 2025 Tournaments SEL Masters #5 - Korea vs Russia (SC Evo) Enki Epic Series #5 - TaeJa vs Classic (SC Evo)
Strategy
Custom Maps
External Content
Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull
Brood War
General
Which top zerg/toss will fail in qualifiers? BW General Discussion [ASL20] Ro24 Preview Pt1: Runway ASL 20 HYPE VIDEO! How do the new Battle.net ranks translate?
Tourneys
BWCL Season 63 Announcement Cosmonarchy Pro Showmatches KCM 2025 Season 3 [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Total Annihilation Server - TAForever Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread The Games Industry And ATVI The year 2050
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
The Biochemical Cost of Gami…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2384 users

Fire Emblem - Page 45

Forum Index > General Games
Post a Reply
Prev 1 43 44 45 46 47 171 Next
Frudgey
Profile Joined September 2012
Canada3367 Posts
April 06 2016 16:42 GMT
#881
On April 06 2016 16:00 Cricketer12 wrote:
Show nested quote +
On April 06 2016 11:40 Frudgey wrote:
So I could have beaten Conquest, as I did endgame using the patented Yango-Rescue skip method. Problem was though, I had three people die getting this to work.

I literally could have ended + Show Spoiler +
Takumi's
miserable existence right there, but it would have felt pretty hollow. I'm going to try again later using a different method and try to keep everyone alive.

EDIT: I DID IT.

Nice! Did you just slowely push? Or get lucky with the Yango method?

Basically I slow pushed up until turn 5, (and by slow push I mean I went as far as possible SAFELY) and then I had this intricate set up where I'd be able to rescue skip two units to fight the boss and slay him. The whole goal was to cover enough ground that I'd be able to get two units down there to fight the boss.

+ Show Spoiler +
Turns out though, I could have used the Yango Method because my Avatar killed Takumi in one round of combat - I activated both Luna and Dragon Fang in the same round of combat, so my grand plan was not needed at all. Note that I only had around a 6.25% chance of killing Takumi in one round. It was actually pretty soul crushing.


On April 06 2016 16:14 TheYango wrote:
IDK why it's the "Yango method" when some form of rescue-skipping is the most common approach to that map on Lunatic.

I called it the Yango method because at the time I didn't know that it was a common strategy. (I live under a rock I know) I just thought it was something that conjured by the creative genius known as Yango. Also he told me that's how he did it, so I just associated that method with him, hence the Yango method.

"The Yango Method" sounds really cool by the way. That should be a band name or something.
It is better to die for The Emperor than live for yourself.
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-04-06 17:11:50
April 06 2016 17:11 GMT
#882
Is there a difference between AI on Birthright? On Conquest it seemed like enemies largely ignored a target if they did 0 damage unless they could debuff the target. On Birthright they will always attack if there is a target in range. I brought this up before about Conquest and someone said the AI has been like that previously, but every game I've played I've been used to the Birthright behavior. The enemies would always attack if there was a target in range, making it very easy to keep your back line safe with a high def/res unit. In my Conquest run enemy behavior made it more challenging to protect back line units with enemies rushing by tank units.
TheYango
Profile Joined September 2008
United States47024 Posts
April 06 2016 17:17 GMT
#883
AI varies in level of aggression between versions and difficulties, yes.
Moderator
VayneAuthority
Profile Joined October 2012
United States8983 Posts
April 06 2016 17:28 GMT
#884
It separates fire emblem from other games and it is both infuriating but also refreshing that the AI "plays to kill" meaning if there is a tasty healer in range to one shot, they are going to do it.

Compared to other grid games where the AI will go out of its way not to make some one die. Good example is the recent Stella Glow. The AI would literally go for the highest HP target in range always it felt like. There was only a few instances later in the game where the AI played to kill and it wasnt in a good way. There's a few levels where a vastly overleveled god unit is kind of just watching the battle, and wont do anything. but if you get in his range/too close, he will start roaming the map and one shotting everyone. Pretty dumb game in general lol
I come in for the scraps
Cricketer12
Profile Blog Joined May 2012
United States13974 Posts
April 06 2016 18:18 GMT
#885
On April 07 2016 02:28 VayneAuthority wrote:
It separates fire emblem from other games and it is both infuriating but also refreshing that the AI "plays to kill" meaning if there is a tasty healer in range to one shot, they are going to do it.

Compared to other grid games where the AI will go out of its way not to make some one die. Good example is the recent Stella Glow. The AI would literally go for the highest HP target in range always it felt like. There was only a few instances later in the game where the AI played to kill and it wasnt in a good way. There's a few levels where a vastly overleveled god unit is kind of just watching the battle, and wont do anything. but if you get in his range/too close, he will start roaming the map and one shotting everyone. Pretty dumb game in general lol

Its that play to kill nature I abused in Conq endgame. Of course by nature I lost people, but it worked :D

Overall I have noticed that conq ai are less likely to engage if the only possible engagement in extremely unfavorable (Xander in a choke etc)
Kaina + Drones Linkcro Summon Cupsie Yummy Way
chocorush
Profile Joined June 2009
694 Posts
April 06 2016 18:39 GMT
#886
Units in Conquest are programmed to not attack if they do zero damage, or have zero percent chance to hit. There seems to be some consideration for guard stance, but it's inconsistent.

The exception are some units that have damaging skills like snake venom or units with inevitable end. The game has the capability to change individual units AI, but I don't think I've seen any ninjas attack at 0 damage without any of those skills.
Alventenie
Profile Joined July 2007
United States2147 Posts
April 07 2016 00:22 GMT
#887
I have seen a Ninja attack for zero damage, if once his shuriken debuffs you, he will then do 1 or more damage (which makes no sense since you will regen that 1 def and he will do 0 damage again). Likewise, if his debuff doesn't allow him to do 1 damage even after debuff he won't attack.
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-04-07 00:35:28
April 07 2016 00:34 GMT
#888
That's dumb that Birthright has worse AI, it should be based on difficulty not version. I wonder if it affects the dlc missions too, will be a while before I even consider getting them. I'm also still curious at which previous FE games had the Conquest AI. I've 7-9 on Hard and Awakening, but don't remember that.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-04-07 01:32:42
April 07 2016 01:31 GMT
#889
It's also dumb that Birthright gets shittier maps, but w/e. Apparently someone at IS thought beginners can't handle complex maps with interesting things going on. Either that or they got lazy after the first 5-6 chapters because Birthright's best maps are all in the pre-Ryoma stretch.

Enemies in FE4/5 will not attack units they can't damage. Can't remember if it was also the case in FE3 since it's been too long since I played it.
Moderator
Frudgey
Profile Joined September 2012
Canada3367 Posts
April 07 2016 02:26 GMT
#890
I don't really get why they would have varying A.I.'s for Birthright and Conquest. At best I can think that perhaps Conquest's A.I. is more difficult (which, I think it is if it ignores units they can't damage at all) and they really wanted to make Birthright the easier route. If that's the case, then tweaking the A.I. is a nifty feature.

That being said, I agree with BlackMagister. I think it would make more sense to have the Good A.I. on Hard and above, and have the normal A.I. be it's usual dumb self.

+ Show Spoiler +
Or maybe the A.I. is worse in Birthright because the enemies are operating out of fear - if they don't attacked they get a severe and drastic punishment. The punishment would be so bad that they would rather attack the enemy and do no damage over them not attacking and getting whatever Nohrian high command has in store for them. I'd be a similar principal to Commissars for the Imperial Guard in Warhammer 40k. It'd make sense given who runs Nohr.

Of course, I'm giving IS way to much credit here haha.
It is better to die for The Emperor than live for yourself.
chocorush
Profile Joined June 2009
694 Posts
Last Edited: 2016-04-07 02:42:13
April 07 2016 02:41 GMT
#891
It was probably a conscious decision to make Birthright play more like Awakening with its enemy phase super unit romps.

It is more difficult but I'm fine with either way. I like being able to focus defense on units specialized in tanking, while this doesn't really pay off if you have too much defense. It's kind of irritating how some units that aren't even that good in the first place lose their niche as an enemy phase tank because they have too much defense and you can't do much about it but wait until enemy power creep catches up (benny).
Frudgey
Profile Joined September 2012
Canada3367 Posts
April 07 2016 02:53 GMT
#892
On April 07 2016 11:41 chocorush wrote:
It was probably a conscious decision to make Birthright play more like Awakening with its enemy phase super unit romps.

It is more difficult but I'm fine with either way. I like being able to focus defense on units specialized in tanking, while this doesn't really pay off if you have too much defense. It's kind of irritating how some units that aren't even that good in the first place lose their niche as an enemy phase tank because they have too much defense and you can't do much about it but wait until enemy power creep catches up (benny).

Yeah that was a little disappointing as well. Part of the fun of having Generals (for me at least) is watching the enemies through themselves at them and amount to nothing.

That being said, I don't think I would have gotten through late game if Generals (and Percy) didn't have defense as high as they did.

I didn't use Benny so I can't comment, but Ignatius with aptitude actually turned out surprisingly decent. I mean he wasn't as good as Effie (Effie truly was the best unit I had), so it's easy to dismiss him, but I think he contributed more than Camilla in my run. I'd give him 8/10. (again, if he had aptitude)

Granted, my play style is very, very enemy phase focused so that could be the reason.
It is better to die for The Emperor than live for yourself.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-04-07 03:06:41
April 07 2016 03:05 GMT
#893
On April 07 2016 11:41 chocorush wrote:
It is more difficult but I'm fine with either way.

Yeah, I agree it's fine. It's not like FE7-10 didn't have interesting maps with the easier-to-aggro AI.

Birthright's problems are largely centered around the lack of variety and complexity in map design, plus the corollary issue of the route not being particularly difficult, even on Lunatic (which is related to the map design problems). Still a fun route to play, but strategically not very engaging.
Moderator
BlackMagister
Profile Joined October 2008
United States5834 Posts
April 07 2016 03:48 GMT
#894
Btw is Revelation AI like Birthright or Conquest?
Frudgey
Profile Joined September 2012
Canada3367 Posts
April 07 2016 03:54 GMT
#895
On April 07 2016 12:48 BlackMagister wrote:
Btw is Revelation AI like Birthright or Conquest?

If I were to guess, probably Birthright.

I think if it were like Conquest then Yango would have a reason to praise Revelations, which he currently does not have.
It is better to die for The Emperor than live for yourself.
Cricketer12
Profile Blog Joined May 2012
United States13974 Posts
April 07 2016 04:46 GMT
#896
On April 07 2016 12:48 BlackMagister wrote:
Btw is Revelation AI like Birthright or Conquest?

def birthright, especially in the second half, they just sit there until you get in range, then they throw themselves onto you.
Kaina + Drones Linkcro Summon Cupsie Yummy Way
TheYango
Profile Joined September 2008
United States47024 Posts
April 07 2016 16:51 GMT
#897
Finally got back to my draft playthrough. Played through 9, Mozu's paralogue, and Dwyer's paralogue. Will probably hit Ch. 10 tonight.

9 was largely the same as usual. I kind of wanted to play with captured units more on a CQ playthrough and capture the boss to get an early Rally Def, but my draft playthrough won't be it, sadly.

Feeding Mozu kills on her paralogue was something I hadn't done before. It was about as tedious as I expected, but she also came out of it with more levels than I thought.

Dwyer's paralogue was actually what gave me the most trouble and I had to reset a couple times. I hadn't done a child paralogue this early in the game before, but I wanted to do this before the route split, since my unit pool would drop down to 3 after ch. 10, so having more units to get Dwyer seemed like a better plan.

The early promoted units in these paralogues are an enormous windfall of XP, but also pretty brutal to actually kill when you take on the paralogues this early, since their stats are still incredibly high. Dwyer's map also has an overabundance of magic units and 2-range enemies, making it somewhat of a chore to clear the map. Fortunately, I was still largely able to bank on Jakob with Avatar pair-up to tank most of the map and go slowly baiting out enemy formations before taking them on player phase. Jakob and Avatar got basically all the promoted enemy kills since they were the ones who could engage them most safely. Silas and Mozu got some XP but not as much as I would have liked. Still, having that extra bump in XP should make Ch. 10 much easier.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13974 Posts
April 07 2016 17:05 GMT
#898
Do you tend to use Jakob moreso as a standalone or pair up for avatar?
Kaina + Drones Linkcro Summon Cupsie Yummy Way
TheYango
Profile Joined September 2008
United States47024 Posts
April 07 2016 17:27 GMT
#899
Standalone early game because he's pretty self-sufficient, transitioning into Avatar pair-up fodder once growth units get raised.

I'm not sure where I'll end up on this playthrough since my deployment is so low. He'll probably have to remain as a standalone combat unit, while Gunter takes over his pair up duties.
Moderator
Alventenie
Profile Joined July 2007
United States2147 Posts
April 07 2016 17:56 GMT
#900
I had Jakob pair up with my Peri and had Gunther pair up with my Avatar this run. I did this mostly because of the restrained amount of parents I had, and wanted to get higher ranking supports (since Gunther is limited in his support bonuses).
Prev 1 43 44 45 46 47 171 Next
Please log in or register to reply.
Live Events Refresh
BSL Team Wars
19:00
Round 3
Team Sziky vs Team Hawk
ZZZero.O117
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
CosmosSc2 127
ForJumy 49
Livibee 0
StarCraft: Brood War
Britney 15524
Rain 1960
ZZZero.O 117
ggaemo 74
ToSsGirL 39
Dota 2
syndereN614
NeuroSwarm101
LuMiX1
League of Legends
JimRising 497
Counter-Strike
fl0m2765
Heroes of the Storm
Liquid`Hasu571
Other Games
tarik_tv20314
Grubby3016
FrodaN1197
PiGStarcraft499
SteadfastSC69
JuggernautJason19
Maynarde0
Organizations
Other Games
gamesdonequick1738
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• RyuSc2 50
• musti20045 38
• davetesta8
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21663
League of Legends
• Doublelift4882
Counter-Strike
• imaqtpie1009
• Shiphtur167
Upcoming Events
Afreeca Starleague
11h 50m
Sharp vs Ample
Larva vs Stork
Wardi Open
16h 50m
RotterdaM Event
17h 50m
Replay Cast
1d 1h
Replay Cast
1d 11h
Afreeca Starleague
1d 11h
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
1d 12h
PiGosaur Monday
2 days
Afreeca Starleague
2 days
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
2 days
[ Show More ]
Replay Cast
3 days
The PondCast
3 days
WardiTV Summer Champion…
3 days
Replay Cast
4 days
LiuLi Cup
4 days
BSL Team Wars
4 days
Team Hawk vs Team Dewalt
Korean StarCraft League
5 days
CranKy Ducklings
5 days
SC Evo League
5 days
WardiTV Summer Champion…
5 days
[BSL 2025] Weekly
5 days
Sparkling Tuna Cup
6 days
SC Evo League
6 days
BSL Team Wars
6 days
Team Bonyth vs Team Sziky
Liquipedia Results

Completed

Proleague 2025-08-13
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
SEL Season 2 Championship
WardiTV Summer 2025
HCC Europe
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSL Season 18: Qualifier 1
CSLAN 3
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.